Ludum Dare 51 September 30–October 3, 2022

Alien Cattle Rustlers now has controller support!

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We've already written about how Alien Cattle Rustlers uses a mouse to emulate a control stick. It is a bit odd and hard to understand at first, so we've added controller support! So far we've only tested it on a DS4. This is the first time we've ever had controller support, so any feedback or bug reports are welcome :)

Adding the support was pretty easy. Logically, the game was already powered by a "virtual control stick." So all we needed to do was parse SDL2 controller events into our virtual version.

After trying both modes out, we think the controller version is more intuitive, but the mouse version (once mastered) allows for tighter movement. Try it out and let us know what you think!

What do you like to most?

Hello friends, I'm interested in soccer, I like to watch it, but now I'm thinking about betting, what do you think about it?

Follow the Fun [Dragua | Dev Log 2]

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Dev Logs: 1 - The Lore | 2 - Follow the Fun | 3 - The Generation System

This is the second dev log sharing the process that brought you 'Dragua' -- a short rogue-like inspired by Balkan mythology. In this log, I'll be talking about the inspiration that sparked a significant design pivot (and we think for the better).

The Original Idea

Our initial design was for a "rogue-like" adventure, with a procedurally generated forest which the player must hack their way through against a growing web of vines in order to find better and better weapons. If the vines reach the player's home, they lose.

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The Integrated MVP

When we began laying down design features after the initial brainstorming, we knew we had to get to an integrated "minimum viable product" by sometime Saturday evening in order to leave enough time for testing and polishing on Sunday. For us, this meant the map generation system, vine propagation, and weapon inventory was complete.

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We were a little behind the mark, but we had a well integrated product--albeit with some omissions--by the time we signed off for the night. The following day, I planned to start working on an introduction and tutorial.

Something was Missing

Throughout the implementation process, even though things were functionally working, we felt like some element of fun was missing. The player was meant to be motivated by the encroaching vines to venture further away to find more effective weapons. However, we were worried that we didn't have the time to really implement the quantity or variety of weapons that would motivate the player to leave home. At that point, it seemed like the game would involve hacking at vines without any true objective other than staying within 5m of home.

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"Follow the Fun"

With the thought of "what else could motivate the player?" in the back of our minds, we continued our work. Sunday morning, I was working on artwork for the player's home--a little hut, a fence, and a campfire. That's when the spark hit me.

What if the player had to keep the fire alive?

(Throwback to LD46) If they needed to feed the fire using some element they found while exploring, that would give the player a reason to explore, but also an immediate reason to return. The vines still posed a threat, but now the cost would be more relevant to the player's action.

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For me, this was a prime example of pivoting from initial design and 'following the fun'. While our bigger design for updates to the game might not keep this feature, we feel it was the right choice to inject a strong objective within the scope of the weekend.

Next Up ... The Generation System

In the next log, our lead developer (@tempest-smh) plans to talk about the map generation system. If you're interested in that, give us a follow!

In the meantime, if any of this intrigued you, we'd love for you to stop by and enjoy our entry 'Dragua'! https://ldjam.com/events/ludum-dare/51/dragua

- Hawkin

Dev Logs: 1 - The Lore | 2 - Follow the Fun | 3 - The Generation System

Sneak Guy!

Hey everyone! I've been very busy, but today I've got a small non-busy window to try to reach 20 votes here.

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If you rate mine and leave a comment, I'll rate yours too! Thanks for all your help!

https://ldjam.com/events/ludum-dare/51/sneak-guy

Garden Grind needs your help!

Hi everyone, small garden needs your help! We are missing 5 votes to reach the goal. If you leave rating and comment we will rate yours too.

LDJAM: https://ldjam.com/events/ludum-dare/51/garden-grind

ITCH.io: https://daxic.itch.io/garden-grind

Thank you!

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Boss Wars might not be getting a rating?

4f70e.gif Haven't had a huge amount of time to play and rate a ton of other people's games but the few I did get to play we're very cool. Just wanted to promote my game incase I can still save it in time, so if you're intrested check out the link here https://ldjam.com/events/ludum-dare/51/boss-wars

I think a big thing that made it get significantly less plays is possibly that I only have a download build and not an html, but it would've been difficult to get a good framerate on web especially with all the physics ragdolls in the game lol

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Future plans

I have just reached the minimum rating so thanks to the people who rated!

I have a lot of things I want to do with my game after the jam! Here are some of them!

  • Give my game an actual name!
  • Add controller support
  • Post it to newgrounds with achievements
  • Improving level design to make use of mechanic
  • Ease of life stuff like a preview of dark platforms
  • Anything the crosses my mind!

I also have plans for another game so it might be a bit of time before I do any of this

Make sure to play my game: https://ldjam.com/events/ludum-dare/51/10-second-switch-aka-help-my-pain

We're only a few away!

I'd avoided making a post until now but our game has been stagnate for a few days, if you could help us reach 20 we'd be very grateful!

https://ldjam.com/events/ludum-dare/51/bloodknife-knife-of-blood

Hi everyone! Can you try out my game? Water-Ball-Challenge-10s

This is a relax-releasing webpage game you all can play!

You have 10 seconds to fire water balls to break boxes until they hit the target! THINK FAST!

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Thank you! Feedback is highly appreciated!

https://ldjam.com/events/ludum-dare/51/water-ball-challenge-10s

Play my game: BANG!

Hi there! Been really busy to be able to play and rate games, so my own game did not have a lot of ratings, so here's the link if you want to play it, give it a rating and/or a comment, I would love to see your thoughts on this one :)

https://ldjam.com/events/ludum-dare/51/bang

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Are you up to the challenge? (Full mobile and browser support)

We are looking to see who can attain the highest score in our game before the rating time ends in a little under 6 days. https://ldjam.com/events/ludum-dare/51/field-o-fiends chrome_OdVq4SdIkh.png Are you willing to take on the Colonel?? https://ldjam.com/events/ludum-dare/51/field-o-fiends

Milkman awaits!

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The Milkman is only a couple of ratings short of getting a score in all categories!

Grab your milk carton and throw it in its face!

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OST of "Area 51" now available!

Hi guys! here the sound designer and music composer of the videogame "Area 51". Some of you guys were commenting you love the music of our project. With only 6 days before the jam ends, I decided to share with you the OST of “Area 51”. The music will be available on Soundcloud and contains a collection of the 2 main music compositions that were made for this Ludum Dare #51.

Also, I will be letting you guys to download this pieces from the Soundcloud until next Thursday, so hurry up if you would like to get the files for personal enjoyment!

Thank you very much for your love and comments. You can also try our game in the next link bellow!

Browser build (play it instant): https://makingenemies.itch.io/area-51

Area 51 Ludum Page: https://ldjam.com/events/ludum-dare/51/area-51

Entire Souncloud OST Colection: https://soundcloud.com/antonio-vozme/sets/area-51

PS: The way to download it is by clicking the three point button and then selecting download file.

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Playing danger games on twitch!

I'm playing "danger" games on twitch at https://twitch.tv/nardandas20 If you have a game with less than 20 ratings, pop on by! I'll probably also play some with rating near 20, even if they exceed it a bit.

My game: https://ldjam.com/events/ludum-dare/51/silvi

(Need more plays!) A Roguelike Shooter with Patterns and Audio Hints

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A Roguelike Shooter with Patterns and Audio Hints (Its a compo entry)

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You can: - Listen and plan your action to kill enemies in 10 seconds - Upgrades your weapons and challenge yourself - play in a cute and stylize world

Game: https://ldjam.com/events/ludum-dare/51/cactus-hourglass

Tutorial Video: https://youtu.be/9_r-PUa8bNE

Almost There!

Just 3 votes to go! If you leave a comment I'll check out yours too!

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Thanks to everyone who's voted so far! The feedback is super helpful!

https://ldjam.com/events/ludum-dare/51/sneak-guy

Witch Contractor Has Enough Ratings Yet Still We Pine For Your Attention (I)

LD51 is drawing to a close and our game, Witch Contractor, has the requisite ratings to score, yet still we pine for your attention. And you know why, don't you? After all, we are all here who have done the same thing and even those who think (wrongly!) that they have birthed an abomination can understand that this is a hunger that cannot be sated. However, if my attempts to pander for clicks is too blatant, I fear that my post will be shunned.

So you want substance in this blog post and I want you to play and rate our game. A transaction then. I offer you an accord: play our game; make our fell child's numbers go up higher, and in exchange I shall show you a glimpse of the spaghettal abyss from which it was spawned.

title.jpg We didn't make it clear but the fiery pink halo is her actual hitbox.

We decided from the start that we would focusing on presentation rather than being different this time around. (Somehow, our 4th game half a year ago, scored 31st in Innovation, which I don't think we will top for some time.) Hence, Witch Contractor is a dumb shooter. Your character faces the mouse pointer, you hold down the button and shoot at things that go zot once you reduce their hp to 0 and you have to do that to all of them fast enough to not game over. The one thing that maybe sets this thing apart somewhat is scale.

Firstly, mobs. It has 11 enemy types and the progression to support it made possible by decent architecture. My partner in crime @alpacalypse has explored this a bit already: https://ldjam.com/events/ludum-dare/51/witch-contractor/solid-architecture-builds-big - I was that horizontal developer. I don't really have a chance to code outside of LD (nor make sprites or music) but the five jams I've been on are where I've learned those things. It's hard for me to solve problems from a blank slate but once I've got a model, I can reproduce it. During most of development, we had three mobs. By about the middle of the second day, Alpacalypse was calling for about four mobs. I was pixeling a clock with squiggly lines underneath it.

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I then pixeled up seven more mob sprites, including the infamous Orange.

mobemg.png *Oh how many of you tried to collect it, only to hear the playerdamage sound and find your life hearts draining away. Delicious.*

At that point, I couldn't implement a mob easily - I didn't know how - and our lead programmer was busy with the main game so the issue of how many mobs (and progression) we would have fell to the wayside for the time being. In the end, Day 2 produced a number of things that didn't get implemented like a directional bullet and various ideas coming from me (I wanted beams!) but since I'm not really a programmer, it's hard for me to make things real while the real coder is busy. Not impossible like it would have been two or three years ago, but difficult. I imagine ours isn't the only team faced with this sort of project management issue, especially when I see larger teams that have a lot of sound and art folks but like one programmer who must be absolutely busting the whole way.

So let's fast forward. It's middle of Day 3 and we have 10 hours left.

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At this point, the Dome shoots but doesn't move and doesn't have the movement code. The Tentacle doesn't move. The Blob does move and has the damage on collision and doesn't have the code to shoot even if we wanted it to. They're also different types of things - either Area2D or KinematicBody2D (Godot folks will know what those are). So basically that was a mess and our programmer hasn't had time to fix it yet. I do have time though, so I was going to have to fix it. I tore out all the code from each of the mobs and turned it all into a class.

For all of you proper programmers, a Class is probably just second nature. I'm not a proper programmer. I've been exposed to code for five LDs and a few other occasions and can search documents and copy and paste. What does that make me? I don't know but it took me about half an hour to go from having an inkling that such things were theoretically possible to putting it down in a working form in Godot. I then spun up my seven additional sprites into new mobs. They are still based on two abilities of course - whether or not they follow the Witch, and whether or not they shoot - but they look different and have different numbers. In the end, we went to having a problem that had to be set aside for over a day to the point where, about three hours from release, I decided that we needed an eleventh mob to satisfy the progression through forty levels of play so I just casually doodled up another sprite and then just spun up an eleventh mob in minutes. This was the Flower, which was the last to be added to the game and filled the gap between the early game Dome and the high damage late game Prism.

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So for all of those teams out there with multiple talented artists, many of whom don't think they're programmers but have been exposed to code repeatedly, but relatively few programmers, this might be your ticket to scale. Take the time to make this stuff easy and try to leverage the people in your team who might have spare time but can't contribute with just notepad. You just might end the jam with more coders than you started with.

I think for the next post, I'm going to talk about the level generation but now it time for you to seal our pact. Come! Fulfill your end of our bargain and play Witch Contractor: https://ldjam.com/events/ludum-dare/51/witch-contractor

You still haven't seen my game?

PLAY IT RIGHT NOW!

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Hey! This is my 9th LD. This time I decided to try myself in 2D (all my previous works were only in 3D). And honestly, it turned out pretty good =)

I've been wanting to do something like mini Outer-Wilds with knowlage checkpoits for a long time now.

If you have a couple of free minutes (more precisely, 6-7 minutes) - please play my game (and do not forget to rate).

Choose Your Path

What kind of evil madman are you? How would you choose to take control of the multiverse?

The Roboticist? The Monster-breeder? The Occultist?

Experience each for yourself, and tell me which you prefer.

https://ldjam.com/events/ludum-dare/51/interspersed

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About 10-sec pause mania...

I'm planning to do the full version of that Ludum Dare game since you all enjoyed it. The first step for this game is to add more levels, more mechanics and that meta twist I planned.

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