Ludum Dare 51 September 30–October 3, 2022

A Fly's Life

Be a fly. Eat garbage and avoid the swatter which comes every 10 seconds. Get the other bugs swatted.

Try it HERE

shot2.png

shot3.png

This is a game about playing hide&seek with racoons

Hello everyone! Yesterday we managed to finish our first LudumDare and we've been playing lots of great games ever since. It has been a super inspiring experience, can't wait for the next Ldjam! :fire:

cover.png

You can play our game here (WebGL) :arrow_right: https://ldjam.com/events/ludum-dare/51/racoon-aissance

The spritesheet i used for my game Speedrun Light

Some people asked me how much spent time I used for the creation of the assets of my game, images/animations, well not so much honestly so i share with you the spritesheet i used:

assetsemmk/emld51_2.png

Anyway, thanks again to everyone who has already tried my game and given their feedback/rate & congrats to all the participants ! ;)

Play it here / Rate-it : https://ldjam.com/events/ludum-dare/51/speedrun-for-light

Bake-o-mancer!

It has been a journey for three days! So - Godotengine 4 beta 2 released just in time for LD51 and we wanted to enjoy all these fancy new features - since the beta version also shipped with the webexporter. Sadly, after the first day of work, we encountered four bugs/issues that forced us to downgrade. Lots of hours were invested so take an advice: don't use beta software for a gamejam.

While this was bad for the jam itself - it is of course very good for the engine, since bugs have been identified and count towards engine development.

Bake-o-mancer is our first cardgame - most of our time was invested in the basic functions and game loop. Only the last hours were used to generate the content, but in the end all previously done work made adding content very easily. Sadly, there wasn't enough time for further balancing so the game itself is pretty hard.

Please check it out - we'd love to hear some feedback!

AD-1.png

https://ldjam.com/events/ludum-dare/51/ld51-1

How to play Ten Sec Dread

GfghfghfgIF.gif Pick up pumpkins and throw them at other pumpkins

GIgfdfgdfgF.gif Destroy them in chains to keep damage to a minimum and increase your seconds

dfgdfgdfgGIF.gif You die and respawn every 10 seconds and with it all the left pumpkins explode. New pumpkins fall down as well

rthfghfghGIF.gif You don't want them get to you heart!

https://ldjam.com/events/ludum-dare/51/ten-sec-dread

While I'm preparing my devlog video of this edition, check out my previous one!

I have started one YouTube channel about game development and among other things I plan to create videos for every game jam that I participate and share some of the behind the scenes there!

Check out my video from the Ludum Dare 50 and share with me your feedback! It will be very welcome and I may apply in this next one!

https://www.youtube.com/watch?v=O1tHoNVDBD0

Come for the Pixel Art, Stay for Great Gameplay and Audio!

If you've got 5 minutes to kill, you are hereby invited (and encouraged!) to check out our browser-friendly click-and-slash fantasy themed LD51 submission:

Chromo Trigger

Play as 3 different characters and collect enough gems to transform into the screen-clearing OP wizard.

Every 10 seconds you'll switch to a new class, each with their own custom soundtrack and color commentary:

Chromo Trigger gameplay GIF

Play now in Browser (or via download)

Welcome to the Oceania Mining Co., contractor

Sonar-Front page

Your Mothership is sinking, time is running out...

Navigate the depths in your trusty Deep Sea Resource Collection Submarine™, defeat the drones sent to salvage you, and salvage them first! Break the loot boxes and bring the resources back to your Deep Sea Storage and Processing Mothership™, to get it moving again, and get home safe.

imageem2022-10-04/em190952009.png

Take care when navigating the deep, though.

Your DeepScan™ sonar only activates every 10 seconds, and who knows what is waiting for you just outside your field of vision.

If you do run into trouble, do not panic! Simply point your Rapid Kinetic Disassembly™ probe towards the problem, press the right mouse button on your control console, and keep a safe distance!

Also, try not to dive too deep, or you will be crushed like a tin can.

If that sounds like too much to deal with, fear not! Your Deep Sea Resource Collection Submarine™ comes equipped with a cutting-edge modular Field Upgrade System™.

Upgrade your Hull to dive deeper, Turbine to swim faster or Sonar to see further!

upgrades.png

Click here to begin your work assignment, contractor.

Don't forget to kill Zombies, or there will be too much of them !

I have played some great games the past days, I think it'll continue like that with all the entries there are !

Don't forget to play and comment, I'm doing the same for everyone in my comments ;)

https://ldjam.com/events/ludum-dare/51/z-o-m-b-i-e-s

Go kill some zombies !

Gameplay2.png

DecaDare now (just about) playable in your browser

DecaDareBlogHeader.png

So normally we at the Tamanegi Collective prioritise WebGL builds as our first build, but with new technical implementations come new discoveries. Discoveries such as: WebGL does not like "WaitForCompletion()" when working with addressables! Who knew?

So fast forward today, where I've spent the last 7 hours reworking my scene manager to finally accept it, and we're FINALLY there with a WebGL build! With a catch.... A huge load time on the first playthrough. It really pours when it rains huh. Don't get me started on having to bake lighting in nearly every single scene because the WebGL builds looked like the construct in the Matrix

Along with this WebGL build, I dropped in a few key bugfixes that were causing issues for players:

  • Sound and Music audio settings should now be working
  • "Whack-a-Tentacle" minigame feedback animations now initiate properly
  • Can no longer catch yourself in an endless loop of the beast staring you down when stealing his beer
  • Text in the bardic dance-off more descriptive
  • The seagull has grown stronger. Please stop feeding him.

It should be said that the WebGL build is by no means the optimal way to play the game. I just like to give it as an option for people that don't like to flood their folders with random games as well as giving access to other platforms. If you're on Windows, enjoy the game, and want to give endless mode a try to go for a high score, I highly recommend the Windows build!

Take part in the DecaDare show!

Static.gif

Hello there come and Send your game !

Link your game in comment, we will give it a try on our gaming session.
Don't hesitate to try ours here : https://ldjam.com/events/ludum-dare/51/nova-pulse-bakery

Puncher Pusher Patch 1.1

Puncher Pusher's release was pretty buggy but still quite well recieved ! As a thanks, here is a patched version with many quality of life changes ! Screen2.JPG - Major bugfixes - Performance fixes - More miscellaneous quality of life changes - Added a working pause menu - Added a directional sound for the exploding case!

  • Game Link : https://ldjam.com/events/ludum-dare/51/$304340

Run a Cow Daycare! (LD51 Postmortem)

Moo Moo Care

This was my first time making a pico-8 game, it was really fun! Try your hand at helping Lorelei run a cow daycare here: https://ldjam.com/events/ludum-dare/51/moo-moo-care

mooemmoo/emcare_cover.png

Game

This is a game about running a cow daycare. You get more money the happier the cows and customers are, save up $500 to retire!

Overall

Overall I'm pretty happy with this game, it is definitely in my top 3 jam games I've made. I've made idk 20 or so jam games throughout the years, so I've been around for a little while!

My favorite aspect of this game is how the systems work together naturally instead of having artificial forces pushing the player. Why plant grass? To make the cows happy. Why build fences? To make sure the cows don't run away, and to help them eat grass. Why build multiple pens? So cows aren't over crowded, making them unhappy. The list goes on, I'm very satisfied with how all of the systems came together (more details below).

Probably my least favorite aspect of the game are the controls. Movement (as many in my comments pointed out) is a struggle sometimes, and it is easy to get confused as to which button does what. For reference, each button can do up to five different actions depending on what Lorelei is looking at! I've never designed a game which needed such a complex control scheme, definitely a learning experience here!

mooemmoo/emcare_0.png

System

For anybody who has never balanced a system like this, let me tell you it is a lot of work to get right! I devoted a whole 2 hours of development time just to balancing and getting some crucial play-testing in. Warning, this part may spoil the game if you haven't played yet!

First I had to create a target end-time for the game, I went with approximately 10 minutes. That might be a bit long for some, but I wanted people who really enjoyed the game to be able to get a good experience out of it. You can understand the core mechanics in a few minutes, but it takes a good five-seven minutes before you've really mastered everything. I felt like ten minutes was a good target for somebody who really liked the game.

After that, it's a matter of how many cows the player will experience through the game. I went with about 24, meaning each cow would have to give about 20 money on average, taking about 25 seconds per cow. In the end I went with 30 seconds per cow, 25 felt a bit fast for my taste.

Now how to give the player cash? There always needs to be multiple interacting systems for a player to find something interesting, so I had four things influencing cash. They all work roughly against each-other, though some more than others.

  1. Speed in dealing with customers. This is the primary driver for the player. It is most immediate and easiest to control.
  2. Cows eating grass.
  3. Cows not bumping into each other.
  4. Cows not eating poop.
  5. As a bonus, players can pet the cows to make them happier. In practice this isn't done much because there is so much else to do, but it is a nice Easter egg!

To balance these, we used desmos to graph some functions!

Untitled.png

Customers

The phone rings every ten seconds, if the player chooses to answer the phone then after a certain amount of time a customer arrives. The amount of time really determines the difficulty of the game! It is a trade off though. Obviously a long wait-time will make the game easier, as that is more time for the player to do things before needing to interact with the customer. However, a very short wait-time is also easy! Because there is no context-switching between answering the phone and picking up the cow. Thus, the hardest time is a medium-length time. I went with five seconds as the minimum lag time between answering the phone and a customer arriving.

Beyond that, I chose a logarithmic function to generate the wait time between 10 and 5 seconds. Logarithms have a way of feeling natural to players for difficulty curves, so I thought it would be a good fit.

After picking up, every customer takes 30 seconds to come back and pick up their cows. I didn't think it was needed to vary this timer much.

Grass

The player can spend 2 money to plant grass, this was my first stab at a number and it seemed to work well. Players can also spend one money to build a fence, and three to build a gate. These all seemed to work well, so I didn't tweak them much. The main concern was how happy eating grass made the cow! I started this number at 5 money, but after much testing it would up being $15! Goes to show, it always helps to get playtesting in for balance!

Other factors

Other factors weren't really that important to me, so I didn't spend much time on them. But a cow will lose 5 happiness every time it bumps into another cow, and lose 2 every time it eats poop. These factors combine, so cows that are too cramped start losing a lot of happiness quick.

This is balanced by the timer on how often movement vs eating occurs. Movement occurs 4 times faster than eating, so if the cow bumps 75% of the time, any increase in happiness from eating would cancel out! This felt pretty good to me, I didn't want to punish players too much since it is just a quick jam game. In general, I wanted to err on the side of giving the player more money.

Conclusion

In conclusion, this game more than any I've made was about balance! It was a lot of fun to really be able to sink my teeth into something like that during a jam game, and I think the results paid off! So far, three people have beaten Moo Moo Care, and they seemed to like it a lot!

If you want to give it a try after reading, check it out here: https://ldjam.com/events/ludum-dare/51/moo-moo-care

72 hours is too short

Don't get me wrong, it's great to have a clear deadline. I love it.

But today I felt like I just wanted to continue working on it. So many things could be added and so many bugs need fixing! You'll see in Peter OS. Maybe we'll make it into a full game. Anyone any suggestions?

Let's make everyone happy!

heyoo! let's play each other games, send yours in the comment and I'll play them..

here is mine: https://ldjam.com/events/ludum-dare/51/a-handy-job

Let's trade

I'll play yours if you play mine.

https://ldjam.com/events/ludum-dare/51/escape-the-simulation

Rate-for-Rate

Hey everyone!

Good work on all the game jam submissions. If anyone is interested in trying our game, I'll rate and comment on any games that rate and comment on ours. Would love to invite any constructive feedback I can :)

Here is our submission: https://ldjam.com/events/ludum-dare/51/insecticide Thumbnail Insecticide.png