Ludum Dare 50 April 2–5, 2022

Artists for Hire

I work with talented artists from around the world who take commissions if you are looking to improve any of the art in your game! Just include details about what you are looking for as well as a price range. Photo_1649543247149.png Use the link below to reach out to our artist network: https://twoshoesdigitalmedia.com/contact/

If you're not sure, you can read details about the program: https://twoshoesdigitalmedia.com/digital-artist-network-enterprise-club/

Devlog: Our Experience Making a Game in 72 Hours

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We made a Post Mortem video of our Jam experience on our Youtube channel if anyone is interested!

https://www.youtube.com/channel/UC8NR-dRm6d7dbT9pjnVqcOQ

https://youtu.be/9oD1sSfLO34

This was our first ever Ludum Dare entry and we've had so much fun participating! The jam itself was intense and stressful at times, and the days since have been filled with playing and rating as many games as we can. We'll be sad to see it all come to an end!

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We've really enjoyed our experience and are extremely grateful to all that took the time to play and rate our game, 'Can't Tax Me'. If you haven't tried it yet, you can play it here:

https://ldjam.com/events/ludum-dare/50/cant-tax-me

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Do you know LibreSprite?

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I used to make Flash games a long time ago. Due to its deprecation, I promised myself only use free and open source tools to make games.

I loved Aseprite, distributed under the GNU GPL v2, but was moved to a proprietary license.

So I moved to LibreSprite, a fork of Aseprite. As they say on their website, LibreSprite is a free and open source program for creating and animating your sprites.

Try it!

https://libresprite.github.io

Tutorial added for my strategy game PEACE COUNCIL

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It is a civ-like little game about keep contries balanced in power.

https://ldjam.com/events/ludum-dare/50/peace-council

(If you play the post-jam version first then you should not rate the entry but please leave comment)

New Discord server for our team!

Hello! We opened a Discord server. Join it and get all the info you need ^^

https://discord.gg/ccRbGfd6 https://ldjam.com/events/ludum-dare/50/1-man-6-bullets

Give us feature suggestions! What do you like to see in Tower Defense games?

As some of you might have seen, we've been working on expanding our jam entry. We hope that we'll be able to finish it as a full game some day. We've gotten and gone through a lot of good feedback already (thanks everyone!) and now we'd like to hear what people like seeing (or don't like seeing) in similar games. We want to try to make it as good as possible, so feel free to leave a comment here and/or rate our game! Suggestions are greatly appreciated. :heart:

Some of the things we already want to add or expand on based on feedback (but that you can still give thoughts on):

  • Better tooltips and wave indicators
  • More stories and longer waves
  • Better balancing
  • Skill trees
  • Deity abilities

What are some things you would have liked to see in our game? What are some things you like/dislike in general in similar games? Thanks!

We try to play back comments on our entry as best as we can (but might not always be able to play downloadables).

For updates, follow us on Twitter.

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Behind the scene stream.

Hello!

Here is a funny stream about ludum dare 50 games and some behind the scene.

https://www.twitch.tv/teamchoochoo

Play + Rate Exchange!

I haven't got around to rating nearly as many games as I usually do this jam, and as a result I'm still under 20 ratings :-/

I'm willing to help anyone else get their game rated! Please just drop as many games as you can in the comments, even if it's not yours - I really need to start grinding this out...

By the way, here's my game: https://ldjam.com/events/ludum-dare/50/saviour I'm kinda not that proud of my game this year, but please rate it if you have time!

EXTREMELY EXTREME SPORTS TOURNAMENT

So, the first ever LudumDare Score Chasers tournament was held yesterday

Big shoutout to @arthurds for organizing this wonderful event and @kepsert for being the host

My game, Extremely Extreme Sports was one of the six games featured

Here's the recording:

https://www.youtube.com/watch?v=d3hf84BP9W4

The full video of all the games is available on kepsert's twitch, and will be uploaded to YouTube soon

For the sake of the event I have made custom character skins for all the participants (and some more) referencing their avatar/game characters:

  • @itsboats' lizard - https://www.twitch.tv/itsboats
  • @badcop - https://www.twitch.tv/badcop_
  • @meep's penguin - https://ldjam.com/events/ludum-dare/50/adelie-chasing-pavements
  • @kuviman - https://www.twitch.tv/kuviman
  • @arthurds' pomeranian - https://www.twitch.tv/pomothedog
  • @kepsert's giraffe on clock - https://www.twitch.tv/kepsert, https://ldjam.com/events/ludum-dare/50/giraffe-oclock
  • @nestral was riding 6 feet under drill - an LD 48 game by @kepsert and @frozendoze https://ldjam.com/events/ludum-dare/48/6-feet-under, still waiting for the full release btw
  • @bogden's black amogus - https://ldjam.com/events/ludum-dare/50/infinite-record-sorters
  • @jvdwijk - https://www.twitch.tv/basicmilky, https://ldjam.com/events/ludum-dare/50/keep-it-steaming
  • @jamjamem
  • @wendel-scardua - https://ldjam.com/events/ludum-dare/50/stallar
  • @frozendoze - https://www.twitch.tv/frozendoze
  • @coleslaughter's balloon - https://ldjam.com/events/ludum-dare/50/aloft
  • fish - reference to another game programmed in Rust: https://spicylobster.itch.io/fishfight
  • @potkirland's yellow shirt no pants - https://www.twitch.tv/potkirland
  • @jitspoe's lawnchair - https://www.twitch.tv/jitspoe, https://ldjam.com/events/ludum-dare/50/rocket-lawnchair
  • there's a couple more, not featured skins

The event was EXTREMELY fun, thanks to all

Join Extremely Extreme Discord to follow further development of the game

https://www.youtube.com/watch?v=aNpc3MlN1NY

The video of me playing your games is coming soon !

So I recorded myself playing most of the games from people who played mine, because seeing someone playing is more valuable than simple feedback. And I started the editing today ! The videos will be posted on my channel : https://www.youtube.com/channel/UCcGSRDYUYBQIsujY2QXpg

Some disclaimers : - The total length is 6+ hours of footage, so I won't upload everything in one video, according to my schedule, uploads could be + or - spaced apart. - I messed up some recordings (sound, video or framing) but I don't think it's the case for those who got back to me telling me they were interested in seeing the video.

If you have any question, want to ask me if I messed up your footage, want to know my progress about the videos, or play the new demo of my RPG BulletHell Dojordin, come in our Discord server ! https://discord.com/invite/aWWQbgQUEP

Stopping Karen v0.2.0

Hey everyone!

We added a much requested feature to speed up karen for optimizing your trap placement (and a manual camera mode to prevent nausea). Since this is not a bugfix we preserved the original version as v0.1.0 and added additional links for v0.2.0. The game logic stayed the same, you just don't have to wait so long for termination!

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Best regards @fis, @nivbeth, @peacememories, @fluffymadness

Edit: Oh... and check out here >:3 https://ldjam.com/events/ludum-dare/50/stopping-karen

Try to stop the unstoppable Bario!

Come and try it out!

Looks like ~~MARIO~~ BARIO is angry, maybe kidnapping princess CHEAP was not the best idea after all!

He is the hero of the story, so there’s no way he can be stopped forever... but you can make his life harder!

:arrowright: https://ldjam.com/events/ludum-dare/50/super-mowser-bros :arrowleft:

Disclaimer: Any resemblance to fictional characters is CLEARLY NOT coincidental! :smirk:

* We will provide a post jam fix for the balance very soon! Stay tuned if you'd like to try it!*

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5 More Ratings!

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The Making of Space Ninja

Hey everybody!

Hope everyone has been enjoying the jam. I've gotten a ton of really nice feedback so far on Space Ninja, and wanted to do a breakdown of the development process as a thank you. If there's anything I gloss over in the video that you want to know more about, feel free to leave a comment on the game page and I can share some extra details.

https://youtu.be/IdSp0d_VhuY

I'm well past the required 20 ratings to receive a score, so instead I'd ask that you head over to the Games page and play + rate the games in the Danger Zone with me.

Already looking forward to seeing you all again next jam!

Need a few more ratings...

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The game is here.

I've had a bunch of exams and presentations in the last 2 weeks, so I've only been able to play ~8 games (although I've received 13). Since I spend 20-25 mins per game, I don't really have the 5-6 hours to rate more games without rushing. :(

I'd appreciate it if you guys could check out my game.

Play and rate

Im so close to 20 ratings! If you are under 20 ratings too comment your game and im willing to rate it!

Heres my game rate it if you can https://ldjam.com/events/ludum-dare/50/fill-the-generator

[FR] Je teste vos jeux en stream ce soir

:flag_gb: Sorry about the post in french, but as I'm doing a stream in french, it's targeted towards french speaking jammers.


:flag_fr: Je vais lancer un stream pour tester des jeux de la ludum vers 20h30 (heure française, ~45mins après ce post). L'idée est de donner des retours un peu détaillés et constructifs sur vos jeux.

Vous pouvez envoyer vos jeux via le GForm suivant : https://forms.gle/519orU8hsc3YgAps9

Le stream sera sur ma chaîne twitch : https://www.twitch.tv/vladadamm

I made a real MS-DOS game.

A lot of games these days take inspiration from retro titles, from mechanics to presentation. This has led to some fantastic releases over the past decade or so, but for LD50 I wanted to take it a step further.

Supplicant is a text adventure inspired by games from the 70's and 80's like Zork. What sets it apart from simply being inspired by these old games is that it was natively developed for MS-DOS using a real 33Mhz 486DX PC and tools from the 90's, Borland Turbo C++ in this case. My thinking is that one day game dev for native retro platforms might die, and the old hardware I used to make the game will certainly die, but I can carry the torch for one more jam.

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It was a lot of fun putting this together. I'm not sure if there's much of a market for text adventures anymore, but I might continue to tinker with this in the future to create something a bit larger with more involved puzzles.

If you haven't tried it, head on over to the game page and let me know what you think! Everything's all set up for you to be able to run the game in DOSBox, but you could also take the game exe, transfer it to a real MS-DOS machine, and then run it there.

Play Supplicant

Visual novel? For a game jam? Isn't it insanity?! :D

Yes, we made a visual novel for a game jam, inspired by Slavic spirits and ancient Slavic culture - want to try it? Be ready for some detective work!

https://ldjam.com/events/ludum-dare/50/carrot-grove

Btw, need ratings? If you leave a comment on our game, I'll make sure at least one of us rates and comments on your game ^^

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Post-jam update for Age of Chips (And also need ratings for jam version)

While I was able to complete in time for the jam, it really wasn't - shall we say - balanced :sweat_smile:

So, I've worked on the game some more and made a number of key updates to address player feedback and also go through a list of things I also wanted.

Check out post-jam Windows downloads

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:guitar: The jam version is still available to play in the browser, so please check that out and rate!

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:rocket: Also, play/rate my game and I'll play/rate yours. Cheers!

Need a bounce of more votes

https://ldjam.com/events/ludum-dare/50/paper-plane#/comment-819097

This round I focused on addicting gameplay ;)

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Bitboy - A Game about Subverting Expectations and Embracing Meta

Bitboy is a little infinite runner about jumping through windows, sliding under barrels, and stopping a meteor from hitting!

Or at least that's what it has pretended to be for the past two weeks. Spoilers down below. If you havent checked it out yet, please do! I've been going through the comments and reviewing the games of people who've looked at it.

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Bitboy is, in reality, a meta narrative game about trying to prevent the end of a world that uses browser refreshing as a mechanic to progress the game's story.

It has been great to see the response to the game, either from those who discover the game's little secret, or from those who haven't. Some people have wondered how the game managed to pull off some of the things it does, and I'll be putting out posts the next few days describing how those aspects of the game work. It'll be fun to share the process.

If you made it to the end of this post, thank you for reading. Until next time, stay curious.

Need your vote to reach 20+ ratings for my students

My students made this endless platformer game for LD 50.

Really hope we get enough ratings for a result! Thanks in advance!

https://ldjam.com/events/ludum-dare/50/sun-chaser-survival-platformer

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How is this even possible?

We are stunned that there are many players around who seem to really love our game! 😊

One has even got a really crazy highscore lasting for 1250s in our game while the second place has 652s - nearly only the half! 😳

Really impressive! 👏

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Maybe you are the chosen one who will be able to beat this crazy highscore?🥇⚔️

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P.S. We know for sure the player hasn’t cheated cause we had a little chat with her about the game. 😊

My Favorite Entries So Far

Cross-posted at my website: https://www.gbgames.com/2022/04/17/ld50-my-favorite-entries-so-far-ldjam-ld50/

Ludum Dare 50 is almost over, with the review/ratings period and the new Extra option continuing until April 21st.

In the roughly two weeks after the Compo and Jam deadlines ended, entrants are expected to play and rate other games, leave feedback, and otherwise enjoy the number of new games created.

An entry needs 20 ratings to receive a score, and I am happy to say that so far my entry Disaster City has 27.875. While I have 28 ratings in each of the other categories, I only have 27 for audio. Weird. Also, someone live streamed playing it, so that was exciting to see!

I've played and rated only 23 games as of writing this post, and my goal is to try to play and rate at least a total of 40 entries before the 21st.

In the meantime, I want to highlight a few of my favorites so far.

Compo Entry: Ready, uNsTeAdY, FIRE!

The genre is familiar, the production values look and sound simple, and yet the mechanics are compelling. You have to move your ship to prevent your gun from firing too early, you have to move to avoid crashing into the Space Beasts, and if you fire your laser but don't manage kill any of the Space Beasts, the power of the laser overloads your ship and you die. The fact that some of the Space Beasts can only be killed by a much more charged up laser blast means that you spend a lot of time trying to watch your meter while moving to both keep the laser charging more and avoid enemies at the same time.

I know it was the creator's voice the entire time, but I found the music catchy (it was stuck in my head while I was washing dishes) and the sound effects effective as well as hilarious. The highest laser beam charge is incredibly satisfying to fire off, too.

Extra Entry: Princess: Unwed

You play a medieval princess trying to use her carrier pigeon to send and receive messages across the land, getting the dirt on potential suitors, all in the name of convincing your mother to call off any arranged marriages.

It's a mystery game, in which you try to gather clues to piece together where the suitor might be, what they might be up to, and what kind of person they are.

And there's a pigeon. What's not to love.

Jam Entry: 22h38

A mystery adventure with a very intimidating end of the world. The art and audio works well together, and the concept kind of reminded me of a few time-based scifi stories I've read or watched.

Jam Entry: Kiwis Can't Fly

This game is emotional, both thanks to the excellent audio design and to the writing. The art is adorable, and as some of the reviewers have mentioned, it is reminiscent of Orisinal. It feels like playing a musical instrument, and it brought a smile to my face. The ending is both sad and beautiful. I loved the entire experience.

It's been years since I last participated, but I am once again loving the variety of concepts that people have implemented in a short period of time. Good work, everyone!

What have been your favorite entries so far?

Playing Your Games! (HTML5)

Over the coming days I will try and play your games and leave constructive feedback! I want to use the comments of this post as a list of games to work through, I can't promise I will get through them all but leave a comment and I'll try to play yours! You don't have to play my game for me to play yours but if you would like to try it here's a link! https://ldjam.com/events/ludum-dare/50/lumber-tracks .

Again though, don't feel like you have to! And thank you in advance for submitting any games!

Balance patch for Super Mowser Bros !

Hello everyone ! Thanks a lot for all the feedback you gave us on our game, and to the streamers who played it live, giving us a lot of constructive feedback !

There were two main things that could make the game more enjoyable : difficulty, and UX. We decided to work on difficulty first, because it's what needed the least amount of code rework. But balancing is hard, so please give us as much feedback as you can !

The game is here, you can select the jam or the post-jam version when you launch the webgl game. By the way if people want to know how I did that, I might provide a usable webgl template soon that enable to do multi version easily.

The next patch will fix the horrendous UX that confused so many people, so stay tuned ! You can follow us on itch.io to get notified when it is ready !

And tell us how long you survived in this version, our current record is 16:58 !

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Thank you, LD community! (And a small announcement)

Hello! It's me again, Giraffe o'Clock 's dev! I just wanted to drop a massive thank you to the LD community. As I've mentioned in a feed before, I've been struggling with depression for a long time - as LD was about to begin I was just about climbing out of my last episode, not quite in the mindset to do anything at all, and I didn't quite want to participate. Instead, I powered through and decided to see what I could do.

72 hours later there was Giraffe o'Clock, which is now nearing 200 received ratings and more plays on itch than I could've ever imagined when I started working on it as just silly fun project. On top of that, watching a lot of people play this game and getting great enjoyment out of this has really done me well, and I appreciate you all! It's been very motivational and helpful to me!

Thank you to all those who have tried Giraffe o'Clock over the past weeks - whether you loved it or not, I appreciate everybody who gave it a try throughout these weeks.

With that said; this entire thing has gotten me motivated to hop straight into the next game project - inspired and encouraged by the LD community as a whole. Today I made an (albeit very bad) introduction GIF - and I therefore want to share it with y'all first! Opening Cutscene.gif

More information will be released over time (twitter and itch, but I can assure you, this game is not going to be what you think it might be <3

Have a lovely final few ratings days, everybody!

Almost done - better late than never.

Due to limited time available I wanted to participate in the "Extra" format. Unfortunately due to unforeseen events I was delayed even more, but at least I'll be able to submit before the final deadline.
Have a look at the current state of the game, its almost ready for release. Fire.png You are in control of emergency units deployed against a wildfire. You cannot stop it, but you can delay it until the towns can be evacuated. Make tactical decisions and use your units wisely to get as many people out of the towns before they are consumed by the flames.
I hope there will still be some people around to play and rate the game as it's going to be a rather late submission, even for an extra. If not, it was still fun to develop.

Prophet Kingdom Post-jam Version

We have just released a post-jam version of our game Prophet Kingdom! We attempted a rather ambitious concept, so we took some extra time to polish the gameplay and UI/UX based off of the feedback we got. You can check it out here:

https://dans17.itch.io/prophet-kingdom

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Help People by Rating ‘Danger’ Games!

Thanks to all that played and rated our game‘Can’t Tax Me’ we really appreciate it!

There are still MANY games in danger of not receiving a ranking. You can help out by sorting games by the ‘Danger’ category. These games typically only need 1-2 more ratings to get a ranking!

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If you’d like to try out our game, or watch the post mortem YouTube decking, check them out below!

https://ldjam.com/events/ludum-dare/50/cant-tax-me

https://youtu.be/9oD1sSfLO34

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Evacuate Immediately -- Post-Mortem

Going over various things about my compo entry, "Evacuate Immediately":

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The Good

  • The music, although not nearly as dynamic as some of my older entries have been, still came out great. I made the main music track longer so that it wouldn't get quite as repetitive as it loops, since the game can take a while to finish.
  • All the sound effects were mixed from scratch, and I think they're some of the best ones I've managed to make for a compo entry.
  • Visual effects came out decent for once. The explosions look nice, the Ion Beam doesn't have any weird glitches in the end (after giving me a bit of trouble while making it), and the asteroids don't look terrible (low poly, but as someone who knows next to nothing about 3D modelling, it was at least passable for a solo effort).
  • Shortly before I finished, I discovered problems with the UI when running full screen, and had to fix them really fast. Thankfully I managed to do so before time ran out, and without any glitches.

The Bad

  • I really should have taken the time for a better 3D model, instead of basically taking a low poly model and moving a few vertices around. I'll try to do something more advanced in the next LD.
  • The game ran a bit too long, it probably should have been about half the length it was. Feels like that should have been easy to tweak, but I just left it as it was.
  • Probably needed at least one more type of asteroid to shoot down to keep from being so repetitive. Maybe a small asteroid that is travelling faster than usual and has some kind of visual effect to draw your attention towards it, very little energy to stop but has to be handled quickly.
  • That main asteroid size is ridiculous. Whether or not it helps drive home the hopelessness of the situation, I probably should have made it smaller. Then it might have been more visually striking as it gets close.
  • There were errors when I tried to export to HTML5, so I had to skip that version. This has likely hurt my chances of getting more exposure and ratings.
  • This is kinda dumb, but all throughout making the game, I kept accidentally typing 'evacuate' as 'evactuate' for some reason. Although I caught most of these typos and fixed them, several of them still appeared in the final version without notice until the compo was over. I really should have just done a find and replace, but I had no idea it was THAT extensive...

Notes

  • I originally had plans to allow the player to launch missiles that would detonate and possibly destroy multiple asteroids in one hit, but since they rarely ever got close to each other anyway, it seemed pointless, so I skipped it.
  • I'm really hoping the theme of this entry stands out. A lot of people are making "play until you lose" type of games for the inevitability of the game's loss, but I wanted to make the ending inevitable (the destruction of the planet) while still having a win condition (evacuating everyone). This is also why you get scored two different ways: how many people you managed to evacuate if you don't evacuate them all, or how far away the asteroid was when evacuation completes if you do.

5 more reviews for Shakmaty + Mini postmortem

Hey! I developed Shakmaty for LD50, it is a simple chess-like puzzle game where the goal is to survive as much moves as possible.

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I just needs 5 reviews to leave danger zone, so please check it out and feel free to leave any feedback. I also wanted to include some postmortem about the development.

Teaching the mechanics

One of the main problems of LD games is the large amount of mechanics and keybinds they have. It is hard not to just learn this things for a game you will be playing for a couple of minutes, but it is also hard to teach all this stuff quickly. Here, instead of creating a complex puzzle game and writing the instrucctions in the game page, I used a known set of rules (chess) and created a fictional scenery, therefore making most people understand the rules without telling anything to them.

AI

The hardest part of the game was to create an AI, you know what they say about creating chess AIs. It had to be as clever as possible to make the game fun but also I had to avoid spending too much time on it, and I think the result wasn't that bad.

These are some of the rules: + Each cell has a value + It is -1 if the piece is being attacked (adjacent to) by the player (king) + 100 if the cells attacks the player in diagonal + Otherwise it just sums 10 points for each player's adjacent slot that the cell attacks diagonally + It removes 5 if the slot if already being defended by another bishop + It also adds a random value from -5 to 5 to make it more fun + Each turn the bishop with less value is moved, this rule intrinsically tries moves a bishop if it is being attacked by the player + This selected piece is moved to the possible cell with greater value + A piece can't be moved more than 3 consecutive times (to avoid entering in a infinite loop with the player)

This is a view of the possible moved for a specific bishop with the cell value displayed:

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This AI was a bit sketchy sometimes, some people said they could easily win it by moving back and foward on one cell, but for some cases it showed a decent strategy of defense and attack.

Game Update

I listened to your feedback and made my game an even better experience.

You can still play the jam version in the browser, but the downloads are now the new version (I hope that's not a problem, the version is in the title and literally everyone played the web version)

If you haven't rated the game yet, feel free to do so :)

In my game Last Moment, the sun explodes in 1 minute 🌅, but you can slow down time by being happy. So your goal is to have as much fun as possible and delay the inevitable world ending 🌍

What's new?

  • Map Expansion 🗺
  • Minigame AI ⚽️
  • Better Fun Indicator 🥳
  • Improved Score System ⌛️

Devlog

https://youtu.be/mk5miuSUGzw

If you're interested, you can watch my new devlog about all the changes I made.

You can also watch my first video about the game:

https://youtu.be/KWXJ781nJbs

Screenshots

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New update after summer break

Well, i'm have the UI of the game and the basic mechanics done.

The next steps:

  • Put Clouds
  • Put Distance Flags
  • Put Fuel Boost
  • Put Wind
  • Make work Fuel
  • Finish game loop

This is a progress of my work

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Streets of the Dead Update

I have just released an update to Streets of the Dead that fixes quite a few of the bugs including the main bug the prevented the player from finishing the game.

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If you haven’t rated the game yet, feel free to do so.

https://ldjam.com/events/ludum-dare/50/streets-of-the-dead

* What is Streets of the Dead? *

Streets of the Dead is a card-based survival horror game. The aim is to make it across the city without dying by killing zombies, finding better weapons and rescuing survivors that will provide you with health packs along the way. Each card represents a city block and upon placing card within the grid during city expansion phase, zombies, items and survivors are spawned depending on card type, value and placement next to the neighbouring card.

Can you make it across the City?

The full rules of the game are available via the main menu.

* Recent Update: *

Here is a list of the bug fixes:

  • Fixed the bug that caused the statemachine to pause when near end of city that prevented the player finishing the game
  • Fixed the number of Zombies spawned on King cards
  • Fixed weapon highlighting bug when weapon found
  • Fixed the bug that caused zombies to move out of city grid map
  • Fixed the Zombie pathfinding
  • Fixed a bug that allowed cards to be placed on top of existing cards
  • Fixed Player reset game stats bug when restarting game
  • Fixed the bug that would allow to continue searching when a survivor or weapon is already found
  • Fixed Search button staying visible bug during non-search phases of the game
  • Fixed a bug that would allow player to have infinite ammo when they found a pistol, rifle or shotgun

Volcano Lullaby Post-Mortem

Hey everyone,

I had some interesting anecdotes from my entry this year, so I thought about documenting them somewhere to share in the future. The Ludum Dare blog looked like a nice place to store it. :)

EDIT: Sorry for the long post on the front page, I thought this would be collapsed :x

Initial concept

The initial concept for the game was quite different. I had just recently watched How To Play NiGHTS (And Why You Should), and wanted to implement a similar mechanic, where you have some limited time to finish up a level, but you want to stay in the level for as long as possible.

So, the initial idea was: - You were stranded in an island with a volcano ready to erupt - There would be a timer with how long it would take for the volcano to erupt - You would visit multiple levels with treasure scatered around. - At the end of each level, you would visit the volcano to sing, and increase your timer.

Implementation

Basic code

Git commit

I started with some very rudimentary platforming implementation, just to see if I could get gravity and collisions to work. The jump felt really floaty, but it was enough for a first concept.

I also wanted to see if I could get a basic map file format to work with spritesheets and a background, and it seemed to work fine. By this point, the map format was just a text file with numbers from 0 to 9, where each number represented a tile (with 0 being "no-tile").

1.png

Initial sprites

Git commit

The I took a break from programming and worked a bit on the graphics.

At this point, I had only thought of having the volcano level (where you would sing to increase the timer), so I just started with a background and tileset for that. This also made it pretty obvious that just having 10 tiles would not work, so I moved the previous file format to use tiles from 0 to F instead of 0 to 9 (spoiler, this also wasn't enough).

The camera movement didn't work yet, so I was pretty much restricted to one screen, but this was already enough to see something taking shape.

2.png

Camera movement and character sprite

Git commit

So, the next logical step was the camera movement (with some background paralax scrolling).

After working that out, I also started to work on the fist character sprite (with no animation), because I was getting quite tired of looking at that green sprite.

I wanted to draw a character with some long hair, because I think all my previous game characters were either bald or had a hat/cap (just so that I didn't have to animate any hair). This was a nice opportunity to try something bolder.

3.png

Improved physics

Git commit

Now, the movement was still really clunky at this point, feeling super slow and floaty.

I tweaked the values a bit, added some momentum logic and then added a speedMultiplier value, which worked pretty much as a "every frame simulate the logic N times". This was helpful because then I could control the sped without having to worry about breaking the collision system.

I ended up no tweaking this any further, and the final game still feels a bit floaty as a result.

Game design changes

At this point, I started to question the original design... If you could just go to the volcano and sing to increase your time, the optimal strategy would be to actually finish the levels as fast as possible, go to the volcano and then do the level again (and again, and again...).

This was not my initial idea of having the player try to stay in the level until the last second, so my idea was to add lullabies. Every time you would sing to the volcano, you would waste on lullaby, so you would need to manage that resource.

Tutorial level

Git commit

I added the first tutorial level. This forced me to change the map format once again, to handle tiles from 0 to Z. I also added support for whitespaces in the format, which would be an empty space (same as 0). This allowed me to see the level silluete in a text editor.

I was a bit tired of the orange sunsetty background, so I just changed it to a more morning pallete and added a cute volcano on the background.

4.png

I also run into an annoying problem: As the level progressed, I started to run out of brackground, due to the paralax.

The way I handled it was to add support for background tiles (tiles from 0-9 would have no collision). This is why every level pretty much ends in a dark cave. Also, the song at the end of a level is just a background tile (number 9).

5.png

Wrapping up Day 1

Git commit

By the end of the first day, I always like to have the Game Over logic and some kind of "Win"/"Next Level" logic implemented. This allows me to be able to stop working at any point, and have a finished game, so that's what I did next.

6.png 7.png 8.png 9.png

By this time, I also noticed some very annoying problems:

  • My code to pick up the final item was quite hacky, I just checked the collision with a background tile. This was not going to work if my goal was to have the player picking up treasure like coins or diamonds.
  • There was a bug in the collision detection. On platforms with just 1 tile, the player could become stuck. I ended up just designing the forest level around it, but this is the reason the level feels so cramped.

10.png

Starting Day 2

Git commit

The first thing I did was to clean up the menu and game over backgrounds. As I said, at this point it's really important for me that I can just wrap up the game at any time. I also cleaned up the forest level a bit: no more black background at the bottom, like on the previous images and I made some parts less cramped.

11.png 12.png

Rest of the levels

Git commit

I then took some time to add more levels and to add make sure that, when the player reached the lullaby, it would transition to the next level. I also balanced the difficulty a bit (I added a bit more time to the timer, as usually my Jam games end on the harder side).

One important thing to note is that when I was working on the temple level, I endedup fixing the collision bug, which was also quite helful for the volcano level.

I never went back to clean up the forest level, though. Actually, at this point it became pretty obvious that I wouldn't have time to tweak the physics, as that would force me to update all levels (I guess I should have polished that first... oh well).

I also decided to add an easter egg in the last level. It does literally nothing (it's just a background tile).

13.png

Adding music

Git commit

I always leave the music for last. I don't like to spend the whole Jam listening to the same game song.

I composed the songs in the following order: - Intro - Menu music (actually, in-game music, I'll explain later) - Jump sound effects (which was just me saying "fwoosh" to the microphone and applying compression) - Game Over - Lullaby - I initially planned to split this song in 4 parts, with each one playing at the end of each level (with the full song being played in the end). I gave up on this idea, because some parts would just sound a bit weird in isolation, and I think most players wouldn't notice it. - In-game

In the end, I really didn't like the in-game music that much, and during testing I was already using the menu music, which seemed pretty fitting, so I just swapped them.

While working on this, I also took some breakes and finished the game title, thank you screen and the "GO" and "Finish".

14.png

Wrapping up

After that, I just wrapped the project up. I converted all resources to QOI (I used BMP while development because it was faster to export, but QOI files are much smaller), added a loading bar and made sure that the JavaScript build worked).

I ended up delivering the final product quite early (I think there were at least 5 hours left), but I was already quite tired and ready to call it a day.

Final notes

If you were able to read this far, thanks so much for your time. :)

I developed this game not only with the intention of enter the jam, but also to test a new version of my graphics/input library: Minart.

This actually allowed me to find some bugs with loading BMP files and some of the keyboard input handling (you might notice that the jump acts kind of weird if you keep space pressed down, this is a library bug).

Take aways

Now that the results are in, I can take some notes about the performance of this entry.

The good: - I was quite happy with the graphics. I think I'll use Libresprtie on future entries as well. They also got quite a nice score (Q2 - 3.52). - I was able to get a JS build ready with a nice framerate on both Chrome and Firefox. - I think this 720p resolution worked quite well.

The mixed: - I tried musescore instead of tuxGuitar this time. The audio got a nice score (Q1 - 3.475) and it seemed to work better than tuxGuitar, but I'm not 100% sold on it.

The bad:

  • This was my worst Ludum Dare entry, placing on Q3 on almost every category.
  • Looking at both the ratings and feedback, it's clear that the game was just not fun (and not really innovative).
  • I spent too much time working on the polish, when I should have improved the gameplay loop first
  • Overall, this type of adventure game seems like a bad idea for a 48 Jam game (at least for me). It required a ton of assets, and I'm quite slow at producing those. Adjusting the original idea to a simpler arcade concept would probably have worked better.

Hope that I actually learn something from this entry :slight_smile:

The Flower of Marasca: Post-Mortem

With the jam winding to a close, it's once again time to look back at how things went for me this time round. What went well for me, what didn't go so well, and what have I learned for next time?

First of all, though, I would once again like to say a massive thank you to everyone who's played and rated The Flower of Marasca so far. If you haven't done so yet, give it a try.

What Went Well

video6.gif

  • Once again, I refused to play it safe and experimented with a genre I'd never done before, in this case, Metroidvania. By most accounts, I did a good job, so I'm proud of myself.
  • The Flower of Marasca is probably my nicest-looking Ludum Dare entry, and possibly my nicest-looking game, period. It takes the dingy aesthetic of The Gods Are Angry, and adds in smooth tile-based animations and fancy particle effects. I'm continuing to get better and better at animation, and at making my game worlds feel alive.
  • I didn't overscope! I managed to cram in a fair amount of content, challenges, and gameplay mechanics, as well as plenty of juice, and only one or two optional extras had to be cut for time. This is my first Compo entry since LD45 and it's good to be back in the groove.

What Went Badly

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  • Bugs. While The Flower of Marasca was nowhere near as buggy as BreakEven was (not that that's a high bar to clear), it was still very buggy in its initial release, requiring two separate patches to iron out the worst of them. Five years of Ludum Dare and I'm still putting out broken releases. Not good.
  • The game's design isn't exactly the clearest. Several reviewers noted that they got stuck, either because they used up all their powers and got softlocked, or because they couldn't work out how to proceed. The former was intentional - you need to ration out your powers - but in hindsight, that's not good game design, especially since you have to restart the game from scratch if you don't realise that. I had an idea to solve the latter, by adding prompts that would appear when you got close to something, but it was a "stretch goal" and I ran out of time to include it.
  • I spent too long on Day 1 messing around with an advanced camera system that moved depending on which way you were facing, to show you more of what was in front of/above/below you. I couldn't get it to work and had to get rid of it rather than continue to waste time on it. Had I just stuck with a simple camera system, I might have had enough time to implement those prompts.

What Comes Next

video13.gif

I fully intend to give The Flower of Marasca a post-jam update to polish and improve it as much as possible, and I'll see if I can get that out before the rating period ends. A lot of the time, I say I'll do that and then forget to, so let's see if I can hold myself to it.

After that, I'll be focusing on Prism Indigo, my first professional, full-scale release, which I "rebelled" to work on during LD49. My targeted release date is May 20th, with free versions being available on Newgrounds and the TIC-80 website, and a paid downloadable version on itch.io. In the meantime, you can play the demo here.

Finally, I'd like to say good luck to everyone who entered!

playing LD50 games on twitch

hi all im playing ld games on twitch feel free to join!

https://www.twitch.tv/potkirland

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Post Solis: Explorer Mode!

Hey, did you know there's an explorer mode in our game? It's not obvious, it's not on the menu, but this mode allows you not only to explore the entire technology improvement tree, but also find the set of interesting lore stories, journals and notes!

Режим исследователя.png

Once you start the game, just send scouts to investigate the ruins and find interesting story scraps that will help you put the whole puzzle together! By the way, you can also find Easter eggs for our contest in these shorts!

Come in, play, leave feedback and have fun with Post Solis!

The Looper needs some love!

loopers-bug-header-1.png

Hello, Human!

My name is Looper and I used to be able to become a Ghost once I die (I inevitably die after some time), but I got too ambitious wanting to live forever and now, after some attempt to become truly immortal, I just… well… die (and explode). ¯(ツ)

But I manage to left some vital orbs behind while I walk, so my Looper clones could live a little longer and hopefully go to the next level. You are in control… of all us, like a hero! Or just a programmer, or a gamer, I don’t know. So can you help us to reach the portals?


We still need 8 rates to go!

So can we count on your help?

Play the game Here!

New Visual Style

I'm very happy with the feedback I got from the LD version of DashFight. But I'm not quite sure about the visuals. So I decided to make a few tests. Here is the first draft. What do you think? Do you prefer the old version or the new one?

New version newStyle.gif

Old version oldStyle.gif

Check out the DashFight if you haven't already: https://ldjam.com/events/ludum-dare/50/dashfight

We need a few more votes to get over 20.

You can find the html5, windows and linux releses here: https://ldjam.com/events/ludum-dare/50/carddom. carddomem2/empalette.gif We would like to develop this game further after the jam, so any feedback is really appreciated.

Post Mortem - "Eldritch Legacy"

Now the Jam is almost completely over, it's a good time to reflect on what went right and what went wrong with attempting to develop a tactical rpg game in 48 hours (plus a few hours on the Monday after work).

Development

I'd instantly decided on using a grid based approach for this game based on the RPG board games I used to play in the 90s (e.g. Heroquest) so the gameboard was to be a 2d array of grid square structures (walkable, visible, an array of what rooms the square is part of, and what object is on that square).
I'd decided on using a "Room" system to give an aspect of exploration; as you uncover "rooms" I could set their squares as visible and instantiate any objects/monsters inside, plus play any descriptions I'd provided. Uncovering a room was triggered by a player character stepping onto a square with that room in its array. The mechanics of this is pretty easy.
I'd coded the whole room and movement system pretty quickly on the morning of the first day.

The trouble came when it was time to try building levels. I'd assumed it would be easy to find some way of filling in the information on the grid (walkability and what rooms it's part of) and overlay it on top of a nicely handdrawn background. It wasn't easy... I wasted about 7 or 8 hours trying different approaches for making a tool to create a simple grid; watching Code Monkey tutorials for information about grid meshes, then about loading and saving json files, and finally using debug drawlines to try and give the outline of the walkable areas.
I ended up with a Unity scene where I could draw the walkable squares and add room numbers to them and then save this information out as a json file.
Then for each level I'd have to create a "scenario" object which loaded the grid data from disk. Then using altering the code for the scenario class to switch on something that allowed debug lines to remain in the editor mode. This debug line outline of the walkable tiles then let me place down sprites underneath and group them under "room" gameobjects (which in turn were linked in an array in the "scenario" object indexed by the room numbers from the editing scene). Once the entire scene was set up I could comment out the bit in the scenario class code that persisted debug lines into the editor.

By the end of the first day I pretty much had a prototype level I could move the characters around in.

On the second day I decided to tackle the "Game Master" component. This would be the bit that handled the story aspect of the level, showing the text and providing the options for the player to choose from. I re-used a bit of code I'd written last year which I'd called the Shard Engine; basically my own version of Ink that I'd done as an exercise when bored. I'd made a unity version of a potential UI for it which seemed to work in theory so I exported it as a package and imported it into my new project. Trying to hook this Shard Engine into the UI I'd only prototyped provided to be a massive time sink, with hours on the second morning spent debugging and tweaking until it finally worked.

By lunchtime on the second day I had a working prototype of the game where you could move characters around, end the turn, trigger rooms and start Shard dialogues. I took a couple of hours to create the enemy AI and the combat system.

How the movement / AI system works

A path list is generated for a selected unit by recursion. This essentially works thus:
if the current cost of the path is > max move, then ignore this square and return.
if the current square is not walkable, or is not visible, then ignore and return.
increase the cost of the path
if this square is already in the pool of possible squares to move to then see if this current path costs less than the one linked to that square already. If it is then switch that square's path to the one we're currently building.
If that square wasn't already in the pool of possible squares then create a new node in the pool and set it to this square with the current path and cost.
Finally, recursive call this method again for the squares above, below, left, and right of this square.

This ends up with a pool of walkable squares within range of the selected character, each with a linked list leading back to the character. The system can reverse each list to find the squares the character has to move through to get to the chosen square.

The AI makes use of this pool. For each enemy it goes through each player character and works out the Manhatten Distance (x diff + y diff) to them (plus the attack range). It chooses the closest player, then goes through the pool of walkable squares to find the closest to that player. It then selects that and moves there. If the player is within attack range then it will attack them.

Design / Over ambition

Having spent a day and a half building the engine (and cursing the way I'd had to create a rubbish partial level editor), I was left with about 8 hours to knock up the content for the game. My initial dreams of constructing a Heroquest style Lovecraftian adventure with nice handdrawn rooms were pretty much scuppered, so I ended up using the crappy prototype floors and walls that I'd initially created. With the grid for each level on screen I dragged sprites in, scaling them as appropriate to roughly fit the outline I'd designed on the grid. Each of the 5 levels took roughly an hour or so to make and test, so by the end of the second day a completely silent version of the game was complete.
I'd hoped to have time to add some decent sound (e.g. combat noise, etc) in the evening of the third day after work, but I only had time to knock up some synth "ambient" sound in FL Studio for the in-level soundscape and threw some in-the-box FL Studio samples discordantly together for the title screen.

What doesn't work well

The main criticisms of the "game" are about the UI and the mechanics.
The UI itself should have been set to scale with the screen, and also be more prominent. On higher resolutions the dialogue boxes were so small that the text couldn't be read (I noticed that myself after testing the HTML5 verison on a Macbook) and it wasn't clear that there was a box open (meaning that you couldn't select anyone). In a couple of the levels I super-imposed text on the screen to act as a tutorial and these got confusing with the dialogue boxes; it would have been better to fade these tutorial texts out after a short while.
The mechanics issues came in two flavours:
When enemies are not present the game still requires you to manually end your turn after moving characters. What I should have done is allow the game to auto-end a turn after any character has moved provided there's no active enemies on the map.
The other problem is in the combat system which works thusly:
Calculate a random number between zero and the attacker's attack stat.
Calculate a random number between zero and the defender's defence stat.
Take the defence value from the attack value and that leaves the number of hitpoints the defender suffers.
Because I didn't balance the game properly (e.g. ensure that defence stats are mainly lower than attack stats) the defence value is very often the same or higher than the attack value resulting in combats where inflicting a wound is quite rare.

What's next

I'm quite happy with the concept as a basis for a generic "boardgame" style RPG system, and the grid based system seems to work well. However, creating the levels is currently a nightmare.
Annoyingly, the day after submitting the game I realised that I could have made my handdrawn rooms and given them a polygon collider as an outline, along with colliders for the walls of that room. Instead of editting the grid directly I could have placed the rooms in Unity and put a grid system underneath which on startup would do a collison check for each square to determine whether it falls under a wall and what room polygon colliders it touched. This would allow much more flexibility in designing levels and would have saved me at least half a day during the jam.
What I think I'll do is implement this approach and potentially release a post-jam version of this game as I do quite like the whole "Call of Chtulhu" vibe it has. I'd probably also try something in the sci-fi and fantasy genres as well as it's quite a flexible system.

Danger rating exchange!

Hey all, I still need a few votes to get to 20. Is your game under 20 ratings as well? Put it in the comments and we'll play each other's games and rate them!

My game: https://ldjam.com/events/ludum-dare/50/the-death-delayer

DeathDelayerThumb.PNG

launching my first nft

pls buy my nft so i can afford the paid version of construct 3 https://rarible.com/token/0xc9154424B823b10579895cCBE442d41b9Abd96Ed:56757213298682037681348353947084351050261185812643906393063687732993481244673?tab=details

Just a few days remaining - Check out Against the Horde!

We made a survival deck-building game for this LD.
The goal is to collect food and other resources from the environment while avoiding damage from monsters, and to survive for as long as you can.

You can play in a web browser - check it out!
https://ldjam.com/events/ludum-dare/50/against-the-horde

screen 19 survivor.png

Can anyone link to some VR-only LD games?

I saw a couple of VR only games earlier in the voting phase but I didn't have my Vive set up to try them. I'm finally ready to try them out but I forgot to save the links! If you made a VR game or remember the title of one you played, please comment the link or name so I can try them out and give them some ratings before the end of voting Thanks!

Rating your HTML5 Games!

Just finished my last round of playing your submitted games! I really enjoyed playing them so I'm looking to play some more! Submit a link to your HTML5 game in the comments, again this will be used as a list of games to play through!

Don't feel like you have to play mine either, only if you want to! Thanks in advance for any submissions!

Yay! Post Solis goes to Steam!

We're happy to tell everyone who played Post Solis and left feedback that thanks to you, and the tremendous amount of positivity you gave us, we've decided to release a redesigned and improved version of the game on Steam!

https://youtu.be/dM7cuTOK13o

Here are just a couple of new things:

  • An in-depth, well-developed story split into 4 campaigns at once;
  • Survivors that you can interact with during the story;
  • A redesigned base upgrade system;
  • Completely redesigned graphics and 3D models;
  • Extended soundtrack.

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If you haven't played Post Solis yet, try out the post-jam prototype now. You'll also help the project a lot if you add our game to your wishlist on Steam.

Best regards, Post Solis team!

Game Feedback

Hi guys, me and 2 of my fellow students made this game for our first attempt at a game jam as a team and would appreciate any feedback that could be given for our uni course. I'll drop a link to our game and if any feedback could be commented that would be incredibly helpful. https://ldj.am/$285703

playing LD games still

come join our playthroughs at

https://www.twitch.tv/potkirland

Screenshot 2022-04-18 223540.png

Help us defeat the algorithm!

Fur Steam Ahead!

This is our little "ghost train cat racing game". We're working on a new version that includes the sound effects we produced during the jam, but everyone has been extra busy so it's not there yet. In the meantime, I did my best to play and rate games so we could at least hit the 20 ratings grail, but it's been tough. Any idea why some games manage to get a lot of ratings very quickly, regardless of the Smart score? Maybe social media presence, haha. In any case, if you like the art above, do give the game a try, I'd love to see more feedback! :slight_smile:

-> Our jam page

Last 72 hours for ratings!!!! Rating games in comments.

We made a platformer where you play as a jellyfish who evolves overtime. You can age to the next evolution to unlock a new set of mobility skills and there a persistent upgrade shop where you can upgrade between runs!

https://ldjam.com/events/ludum-dare/50/majellan

Happy to help rate your game if you leave it in the comments. Good luck everyone, excited to see more takes on this theme Delay the Inevitable!

Behind The Scenes of "Hang Up!"

Coming up with the idea for our game was super fun! Here was my initial concept: concept1.png Basically, I think I was being influenced by world events at the time, and came up with an idea of two fictional countries trying to negotiate out of nuclear war (which inevitably happens, anyway) using a call-and-repeat Pa-Rappa-the-Rapper style gameplay of talking on the phone.

Play Our Ludum Dare 50 game here:

https://ldjam.com/events/ludum-dare/50/hang-up

When I shared this idea with my friends, they very reasonably called it pretty dour and not something people would want to play. After talking about it a lot, we came up with the idea of being a telemarketer avoiding getting hung up on! I instantly fell in love with the idea! After a quick huddle and divvying up tasks, we quickly got to work, me on art, @kylazaur programming the game, and @whirlguy on sound design and music.

Coming up with the UI layout was pretty fun! Friday Night Funkin' was definitely an inspiration with putting the happy/mad meter at the bottom. Here are a couple sketches of my process.

This: Thumb.png

Turned into:

Process2.png

Here are some finished characters where I tried out a new brush and painting technique, and applied a cardboard texture overlay to give them some variation:

Ch_Child.png

Ch_Dog.png

Ch_Lady.png

BONUS!!!! Here are some characters that didn't make it to the game: ExtraCh.png

Thank you for checking out our game, and congrats to everybody who participated!! :D

Wild Goose Mooose Ice Cone Chase

Two days left! Thence, the ratings' count.

Oh, whatF! Sometimes we just know, we may suck. However, we prefer to suck in a most pleasing way possible.

Ardskape here. So, what's with the ice cone?

Well, 'tis not a metaphor to war. But we really liked your thinking, this ice cone really could be anything - to make a quarrel. Reminds a bit that conflict of the Ice Age squirrel with the nut and... earth.

mgit.jpg

So... you have to trigger the ice cone in the 4th action level, so that Goose would have it. But, really, why? Maybe if you wouldn't do it, or the ice cone flees, the level is not bugged. At least, it's playable, not like the 5th one.

Let's not get esoterical, for now, but remember the expression - "wild goose chase". A pursuit for something unattainable, sometimes with a foolish face of thoughts. Or thoughts of face.

In our game, yet, does Moose chase Goose? Or it's all the way around.

Who is for real, what is right, what's wrong? Which side do we prefer to our matters?

Hey, maybe Goose and Moose are just having fun!

I mean, the ice cone flies, and they just want to save this piece of cream from falling, as if in piece of peace of piece of mind. So, when Looser screen appears, it's not about you, the clicker of this story, the godlike whateverness controlling the flow. It's about them, Moose and Goose, both being losers. Or just having fun, despite the world.

Aye, maybe the ice cone will fall, therefore the land should go nuts, but... In our world we put a palm to it. And some black hole down the sea to suck the ice cone in. And nothing can you do with it. You're not that godlike anymore. Your tense clicking... is just tension in your brain.

ComicSunSea_s.png

Still, all around the globe Moose and Goose continue to be friends until there is a treat to being foes. For real.

P.S. Should we tell why them rides in a tire? *tiresome gone to sleep

Rework after rating ends?

UPCOMING

Well, yep, we did high-res textures, fixed bugs, reworked some effects, and finally started thinking about applying some gameplay changes too! We will upload it all at once after Play-Rate time passes :)

PLAY IN BROWSER

You can now only play our 72-jam web version at your browser or download 72-jam win32 version with better textures and sea animation from itch: https://ldjam.com/events/ludum-dare/50/shut-that-hole HighResShip

I want to make a Post-Compo version of Dilate the Time! I accept proposals!

st.png

I want to change the resolution of the game (256x144) and prepare for 1080p screens for exact rescaling. That means I have to expand the levels a bit and I don't know whether to leave them as they are or modify them a bit.

I also want to make clear at the beginning what some players didn't realize. Not only time dilates: also space and music too.

Also I also want to change the control of the character, but I'm afraid, because that would also influence the design of the levels.

Why all these? Because I want to improve in video game development.

If you want to contribute with an idea or something to comment, it will be welcome!

Thanks for reading me!

"Wildfire" is now published! [Extra]

Check out my "Extra" submission: https://ldjam.com/events/ludum-dare/50/$283006
In "Wildfire", you control emergency response units to fight a forest fire.
You don't have the time or resources to keep the fire from burning down the nearby towns, but you can try to keep it away long enough for the population to evacuate.
Command different emergency response units with unique abilities and advantages: Firetrucks, Police cards, Helicopters and Bulldozers.
Use your units tactically and prioritize use of your resources to save as many lives as you can before the inferno destroys everything.
Keep an eye on the weather, as asudden change of wind can easily cut you off.
Play in browser or download for Windows and Linux: https://laserpanzerwal.itch.io/wildfire

Unfortunately not every feature i planned made it into the release. Stay tuned for future updates:
Water-bomber planes
Additional maps
Level editor for custom maps
And more...

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Quick Tip for Storing Data (Unity)

https://ldjam.com/events/ludum-dare/50/corrupted-caverns

There are many things to keep track of in our game: which items do what, crafting recipes, block data, etc. I wanted to share how we used scriptable objects to easily edit and access that data.

We start by writing the script for the scriptable object. This will contain a struct with all the different data that we need to know, in this case for blocks. Make sure to mark everything as public and the struct as serializable. Now we simply make an array or list of the struct. scriptableobject.png

We also need a way of fetching data, which we can easily do with .Find() data get.png

We can create an instance of this scriptable object and put our data into it. blockdata.png

To easily be able to access this data from anywhere in our project, we set them in a game manager script. gamemanager.png

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Now we can easily access the data anywhere, simply by writing GameManager.Instance.[scriptable object name]! get.png

Check out our game to see this in action: https://ldjam.com/events/ludum-dare/50/corrupted-caverns

This game needs more rating (Done)

Cut for Power needs more rating to get 20

Play and rate here: https://ldjam.com/events/ludum-dare/50/cut-for-power

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UPD: Already got 20. Thanks for help. If you want to get a rating, send a link in the comments

Finished the post-Compo version of my game!

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Had fun making a little case for it too!

The final web version can be played here: https://foxwater.itch.io/ludare-os-triple-dare-edition

I Would Like to See Your Score...

Please have a look of our game: https://ldjam.com/events/ludum-dare/50/when-the-death-arrives

Not too many people can get this ending but I wonder what ending do you guys get... mmexport1650336606272.png

I know there are only two days left, please leave your comment and I will rate your game too. Thanks all!

Is it possible to submit more than 1 game??

I made a game for the compo, and right now I'm making a different game for the extra. Is it possible to have both of these games submitted for ld50? Or can you only submit 1?

Super Mowser Bros now has its Post-Jam Version!

Come and try it yourself! You can select the jam or the post-jam version when you launch the webgl game! Why not try both? :smiley:

What changed: :arrow_down:

  • We fixed some bugs which broke the game and made it infinite.
  • We work on the balance: it was almost impossible to loose; now you will be design, as intented!
  • We fixed some of the graphical bugs (wrong animation played, etc...)

And tell us how long you survived in this version, the current record is 17:03 !


Looks like ~~MARIO~~ BARIO is angry, maybe kidnapping princess CHEAP was not the best idea after all!

He is the hero of the story, so there’s no way he can be stopped forever… but you can make his life harder!

:arrowright: https://ldjam.com/events/ludum-dare/50/super-mowser-bros :arrowleft:

Disclaimer: Any resemblance to fictional characters is CLEARLY NOT coincidental! :smirk:

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Un-Rooted: Now on Android!

My co-dev and lead programmer, DenHette, just couldn't get enough of working on a Post-Jam Version with some QoL changes and bugfixes. He eventually even decided to make an android build with GYRO CONTROLS.

Because if you thought controlling floppy voxel character in an attempt to water the office plant (and definitely NOT knock it off the desk) with WASD, you'll be delighted to know that it's even wonkier while tilting your phone this way and that!

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Changes from LD version: - Highscore bug fixed - Table weight increased - Floating heads bug fixed - Bugs with scaling fixed - Removed instant game over when pot touched the ground, replaced by quicker dehydration - Added touch and gyro controls - Added options menu for SFX and BGM volume control - Implemented save/load functionality to save settings, character and high score between sessions - Fixed tooltip bug on plant - Added level boundaries

Try it now on the Play Store!

Bitboy - How The Game Pulls Off The Refresh Mechanic

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Hello!

This is the first of a two or three posts meant to go through how I managed to pull off certain things in Bitboy that left some people wondering how they worked. As a result, this post does contain spoilers. If you haven't checked out Bitboy yet, I'd appreciate it if you would. I've been going and reviewing the games of those who've reviewed mine. If you want to read anyways, go ahead!

This specific post is meant to answer how the game sets up its save data and how it uses that data at startup to drop the player at the right point in the story, as the game uses browser refreshes as a mechanic to move the game story forward. While this factor was something that surprised people in the game, the way Bitboy does it is actually really simple, and a lot of the surprise is more due to the way the game sets up expectations.

How Does Bitboy Save

The secret weapon here is Unity PlayerPrefs. While this answer isn't exactly shocking, what is interesting is the fact that PlayerPrefs are available within WebGL. The way they work in WebGL is via the use of the IndexedDB API for browsers. While this seems exciting, it is very limited. For example, once a person quits Safari after playing a WebGL game with PlayerPrefs save data, that save data will immediately be wiped. While Chrome and Firefox aren't as limited as Safari, they will also wipe the data once someone turns off their computer.

As a result, PlayerPrefs for WebGL is not a great solution for long-term saves. However, for Bitboy, where the point is for it to be played within one sitting-just after multiple refreshes of the browser page-it works perfectly.

Progressing The Game

Bitboy, story wise, is set up to 'loop' through the same situation where player attempts to prevent the deletion of the game itself. As a result, all game progress is primarily done via two integers: 'GameProgress' and 'ResetCount'. 'GameProgress' tracks the players general progress within a loop, and 'ResetCount' tracks how many loops the player has gone through in order to apply unique properties per loop. It is important to note here that WebGL PlayerPrefs require the calling of PlayerPrefs.Save() in order to actually save all the variables-if this isn't called, it saves nothing.

So, how are these variables used?

At bootup, Bitboy actually loads into a simple Unity scene that only displays a black screen. This scene has only one purpose-to go through a script that checks 'GameProgress' and 'ResetCount', and load up the appropriate scene for the player's current progress. You can see the script below.

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Some integers for 'GameProgress' here are only used for 1 loop of the game-for example, 'GameProgress' will only be set to 0 during the very first loop of the game, where the player has first boot up the game. As can be seen in the photo, 'GameProgress' being set to 0 has the game go to the foreboding Delete screen that first meets players. When the player "resets" the game at the end of a loop, 'GameProgress' is set to 1, bringing players to the animated logo splash and the title screen instead.

Again, most of this information is well-known to Unity developers, with PlayerPrefs being the simplest way to save data within the engine. However, the fact that it works for WebGL builds is not as known, which is what gave the game its surprise here (in addition to purposefully making the game initially seem like nothing but a average infinite runner). Next time, I'll make a post covering how two of the more impressive corruption effects worked in the game.

Until then, stay curious.

Game devs who want a new project

im developing a sequel to my game speedy students.link on my profile if you want to see. if you develop games using construct 3 and would like to develop the sequel with me just hit me up at Bailydeving@gmail.com.

9 ratings left - Virtomae

There's less and less time and a need for more ratings to get scored. Please try out my virtual pet game. (Additional notes: it only runs properly on Windows, due to using the clock and date, but Linux does an okay job with an emulator.) I just reuploaded the game - there were minor problems with downloading and running the originally uploaded file.

https://ldjam.com/events/ludum-dare/50/virtomae-virtual-pet-buddy-pet-anything

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Only 2 days left, thanks a lot for playing!

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STORY

Playing Dave! is a hilarious narrative and mini platform game where you play Anthony, a sound designer, that has to cover his friend by doing his job as a game developer.

Anthony will have to apply all his knowledge in video-games to impersonate his friends job, in order to DELAY THE INEVITABLE: Dave’s dismissal.

English Location:

https://makingenemies.itch.io/playing-dave

Spanish location:

https://makingenemies.itch.io/playing-dave-spanish

Ludum dare page:

https://ldjam.com/events/ludum-dare/50/playing-dave

Thanks for playing!!!

Join our server before our post jam release!

Hello! Here is the community server for our team. There will be most of the work in progress stuff. https://discord.gg/DWQ8YDjd7t

New 3D models for the Steam version of Post Solis

Many commentators have noticed that the 3D models of the environments in the game require, what they call, a little polishing. We went a step further and decided to almost entirely redo all the 3D assets and fully animate them.

Here's a small screenshot showing the changes of some buildings. Follow our updates and add Post Solis to your Steam Wishlist. It means a lot to us!

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Soon we will show you how we implemented the building construction process - as well as other environmental models. Stay tuned for more updates!

Try Post Solis here - if you haven't yet!

Playing+Rating: Round 4

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Hi everyone! It is me again!

As usual, I’m playing and rating games.

So if you like, please, write a comment below and I will play and rate your game :) I prefer games with less than 20 ranting, but I do not mind, if you have more.

I already have 20+ ranting, so if you want to play my game - thank you, but if you have limited time, then please, go to the Danger Zone instead, here:

https://ldjam.com/games/danger/all

The games that are out there still need more ranting to get to final scoring.

Also, I did a thing... and I'm still going ;)

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Ball is Life - and Thank Goodness for Extra!

Watching basketball games is fun, while actually playing is even more fun! I miss shooting some hoops with friends since going out has not exactly been safe lately. Plus, with the NBA playoffs around, I missed the game a little extra (ba dum tss)

I also remembered the basketball games in arcades, which were rather popular (there could be a whole section of a store dedicated to these stations). Then, the eureka moment came: "If I can't play ball physically, I can at least try playing it virtually". With the Ludum Dare weekend around, I realized the best way to play the game for the weekend was to make the game: Stick Basketball Arcade :basketball:

stick basketball arcade

This month has also been rather busy for me IRL, which made it tricky to finish a Jam/Compo game on time. However, I did not want to miss the 20th anniversary of Ludum Dare either. Indeed, thank goodness for Extra for the much needed leeway!

On a side note, it was also a good time for me to learn some new tools, from a different game engine to a music creator (I learned about the music creation tool thanks to a kind peep from this community!) Additionally, the games here have also been a lot of fun to play :video_game:

Happy 20th anniversary Ludum Dare! To more fun and games to come! :beers:

Card O'Clock Timelapse

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It's just a few days before the results, and here comes the timelapse of my entry, Card O'Clock! 39 hours condensed in just 3 minutes (watch out, the sound is terrible 😱).

https://www.youtube.com/watch?v=bN8yri95dHk

Like always, it was a lot of fun, and I'm happy how the game turned out.

If you like card games & deckbuilding, you should check it out: https://ldjam.com/events/ludum-dare/50/card-oclock And please tell me what you think about it 🙂

Don't hesitate to send a link of your entry so I can try it out! ✨

Play for play EDIT: made it to 20!

EDIT: made it to 20, thank you everyone who helped out! now to play all of yours

It's been a busy three weeks, we're at 15 ratings, hoping we can get to the required 20.

Give our game a play, leave a link below or comment on our game and I'll play yours.

https://ldjam.com/events/ludum-dare/50/wizards-chores wizard.png

Stream starts in one hour! Let's play Ludum Dare 50 - Part Seven

Part seven (aka the penultimate one) of my let’s play series of LD games will stream one hour from now, at 6pm / 18 CEST. Really looking forward to it and hope to welcome some of you along!
You can join the stream here:
https://youtu.be/kgPpMxxPfRs
No more random choice of games today (and tomorrow) though, I will play the games I delayed last time, which are:
- Nightwaker by @lexumpy, @cara, @gramsinator, @benjamin-tibbetts, @gargyguy, @daelon, @kora and @bottled-up-dark-peace - https://ldjam.com/events/ludum-dare/50/nightwaker - Battery Low by @failuer, @javve, @ocwal, @mascoll, @voxar and @milestone-games - https://ldjam.com/events/ludum-dare/50/battery-low - Pain survival by @spounka346 - https://ldjam.com/events/ludum-dare/50/pain-survival - Carrot Grove by @zozol, @kaem, @miklo, @lishiana, @mimbladora, @griszka, @klaudia and @ehon - https://ldjam.com/events/ludum-dare/50/carrot-grove

A Highlight Video :D

Way back when I did my first LD streams for LD39, I thought I'd try my hand at video editing and put together highlight videos showcasing a few of the many games I got to play on stream! I had managed to make 3 videos before a. inevitably losing motivation after hyperfocusing (thanks ADHD!) and b. realizing how much work video editing was. Fast forward 4 years later, I decided to pick up video editing again and managed to pull enough random stream shenanigans clips from 38 hours worth of LD50 play & review streams to make TWO WHOLE VIDEOS, wowee. :D

Here's part one: https://www.youtube.com/elysiagriffin

https://youtu.be/Kyp52xoA-64

Thank you to everyone who submitted their game to have played and was featured in this video. If you'd like to check out any games yourself, there are links to all of the games in the video description because the list was way too long for a LD blog post D:

Rating Games on Twitch!

Playing your games on twitch!

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https://www.twitch.tv/danny_k1994

Can some explain the metrics?

I never understood how classic and smart balance works.

From the description, it says that classic is about ratings and smart about feedback and karma. Does it mean that higher classic numbers mean better ratings received and smart are about how proactive they are on playing and rating?

Hey! Have you tried our game?

You like adventure, humor, pixels, Tarzan, and you hate cold tea?

Then come and try Baggy & Maggy, the best platform-puzzle-adventure-exploration game about keeping tea warm!

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You don't have time for that? Then check out our trailer, and maybe change your mind?

https://youtu.be/ll8hiee_I5k

Captain Beardy Post Mortem

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Play my LD50 Game here

It is a game where you collect resources and travel an airship through the sky to prevent being overrun by sky pirates.

Post Mortem

This was a weird one for me. I had so much fun making this game but sometime around noon on sunday I realized that the game will be hard to make fun. I focused on the smaller interactions and the feel of the game but kind of put the whole 'fun' thing last. For me, I still think there is a good idea in here but it would need a lot more polish and maybe some more mechanics to make it fun.

Right now the time stopping is broken and should be taken out completely. It is way too easy and some of the mechanics are not as understandable. People tell me they dont understand when the ship breaks down. Thank you for playing and rating! I feel this LD had some super great games and I can't wait for my next Ludum Dare. Take care and see you on the flip side.