Ludum Dare 51 September 30–October 3, 2022

Schism -- Post-Mortem

There's still time to try "Schism", a game where you're uncontrollably shifting between dimensions! In the meantime, here's my usual analysis of what went right/wrong:

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What Went Right

  • Music: I don't think there's a time this is not going to top my post-mortem list. The dimensional shifts being on a 10-second cycle made it easy to make a set of simple 120 bpm 5-measure tracks. For both the normal world and the dark world, there are a total of 6 tracks, 3 of which are chosen from randomly from that world's set each time there's a shift. This helps alleviate some of the repetition, and create some interesting mixes of the various track (20 possible combinations). There is a stark contrast between the two styles of music (normal and dark) as well.
  • Dark world visuals: The normal world is pretty basic; I made a tree in Unity, modeled a quick and ugly rock in Blender, made some textures for the grass and the trees, and it was done. For the dark world, besides the fleshy textures on the ground and trees, everything else was done using particles. The falling blood in the air, the wavy tentacle effects from the rocks... the one I was the most proud of was the tendrils coming out of the dark spirits that chase after you. The graphics in the normal world are nothing to sing about, but I really like how the dark world came out. The only thing I had to cut out was the tree tentacles; they were causing lag issues which in turn caused music to get out of sync, and the music was more important to me than the trees having tentacles.
  • Adjustable map: I didn't end up using it, but I could easily change the radius of the playfield and the number of objects spawned, and everything was set up to accommodate whatever size I put in, including the placement of the wind barrier at the edge. The intent was to make it so that I could increase (or decrease) difficulty, but I never got around to using it. But the functionality was there.
  • FPS movement: I didn't use any Unity plugins for the FPS movement, but scripted the mouse and keyboard movement myself. This is the first time I've done that, and I'm happy about it even if it doesn't mean much in the grand scheme of things.

What Went Wrong

  • Flat land: Because everything was flat, it's nothing special to look at. The normal world could have had benefitted from some actual grass objects to make it look less plain, but when you're under a 48 hour time crunch...
  • Extra enemies: I wanted at least one more enemy once you collected the second crystal, but there wasn't time to figure it out and put it in. What I probably would have made is something that moves slowly, but keeps teleporting itself into your path, making it much harder to run from the spirits. There just wasn't time though.
  • Landmarks: The biggest feedback I've gotten so far is that people wish there were more landmarks to help them navigate better. In fact, I had made the trees move around on purpose just to try and make it harder to remember where you've been, and in retrospect that might not have been a good idea.
  • Crystals: It's a bit too hard to find the crystals. I should have had something that would point you in the general direction of them if you were too far away, or increased the distance at which the pings started. In any case, it needed improvement.

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

Yes yes, back I am for another evening, here once more to seal our Pact. Even though out of all of you who read the previous post, only a single one amongst you upheld our bargain! Disappointing. But not unexpected. Nor unacceptable. Beggars can't be choosers after all, and we are nothing if not cursed to be beggars, every last one of us. We shall take what souls we can.

Let me offer another glimpse then, into the festering morass of jam coding. Know you the riddle of Procedural Map Generation?

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One person who played our game described procedural generation during a jam as a Decision. Ambitious. It pleases me that its presence pleases or impresses at least some of you. Others have said that the map geometry made ten second clears very difficult. This is fair and also true. Plus, we're hardly the only ones with procedural arenas and I'm sure there are entries out there with more sophisticated implementations. But hey, like I've said, one of the few things setting this project apart from the pack is scale. By the third day, Witch Contractor could well have been on the way to being a project of ten levels and a few dozen meaningful maps. Instead we managed forty encounters and something like 1.6 billion possible maps.

Quite early on, I unilaterally decided that the game would be lower resolution than all our previous ones. I wanted to try doing smaller pixel sprites than before. In the end, the art direction of the game never really came together. Much as I'm not really a programmer, I'm also not really a pixel artist. I just kind of mimic and bullshit my way through. Some of the flaws you can see (but maybe don't notice or quite put your finger on) is how we have black outlines for most things but no outline on the heroine. However, the point is, the 540 pixel tall screen stuck.

At some point, we noticed that my equally arbitrary 14 pixel margins left us with 512 pixels in one direction. 512 is, of course, a power of 2, an integer replete with numerological significance and magical qualities. If we used 32 pixel tiles, we'd comfortably have a play area composed of six blocks of 8 x 8 tiles. We decided to base any eventual procedural generation on this geometry. Now of course, I can already hear you lot whispering: "But what about noise generation? What about random rooms using physics boxes? Or waveform collapse? Or A-star that Godot has an object for? Look. I don't know what any of that stuff is! Heck, I didn't learn until a week after the jam how to make a camera follow a dude around. You can look back at all our previous games - all single screens! This 6-block format was immediately attractive to us because we strongly suspected that trying to have our main coder learn something more exotic would be project management suicide. The six-block format was closer to our actual skill level as devs, would let me contribute to it, and would still offer good variety.

Much as with mobs, the game spent most of development with a very limited number; just three 8x8 map blocks in addition to a fallback block, which was a block that has both mob and PC spawns and was composed entirely of empty tiles. Some hasty logic was put in place to put those in if map generation screwed up somehow. The composition was, at this point, totally random. We were now into the third day (the first part of it, just before I also fixed mobs) so there was no question of rewriting the placeholder entirely. The question was how I could improve it and expand it horizontally within my own abilities without taking up too much of the main coder's time. One part of this was that I spent a great deal of time playtesting my own game. The foundation of procedural generation, I believe, is doing the thing enough to come up with some rules and then taking those rules to generalise more and more. Letting RNG do all the work is bound to create insanity that needs to continually be patched by more and more rules. Gaze at the abyss and it will look back. One of the regrets we have is that we didn't put in the cheat early (because I, in fact, cannot clear my own game) so a lot of the bugs that crept in were related to later levels but that's an aside. Testing was also key to putting the player's speed, rate of fire and spread of fire values to where they were at launch. The player gained a great deal of speed from early development versions and then lost most of it again when we were sure we would have time to put in powerups. Rate of fire was greatly increased because shooting more bullets feels good and mobs were given escalating hp to compensate. Finally, accuracy was placed where it was and then tightened up a bit post launch in the balance patch.

While testing, one of the immediate concerns I had was that spawning next to mobs sucked because the timer is strict and most likely, every player hits every level with one direction key or another held down. So mob and player spawns had to be separated. The magic circle shares a spawn with players and I wanted it to be in a different place from where the player starts some but not all of the time. Finally, we needed to make sure every map was clearable. The simple implicit rule that all the existing blocks followed up to then was to keep blocks 4 and 5 clear at the edges of every rank and file, guaranteeing corridors between every block. That became very noticeable however, so I needed at least something to break that up some of the time. So what about blocks that break that rule? With two of them, it was possible to seal off a corner of the map and make it unclearable. Now obviously I could have done more sophisticated manipulations with the positions of the blocks and their orientation and so forth but with relatively limited time, I went with a simple rule of only having one block at most that would break this rule and also added an additional rule that every single block's spaces had to be contiguous - you can shoot every space in a given block that could spawn a mob no matter which side you enter from. In order to guarantee this composition, I split the blocks into three pools and then sat down and made about sixty of them. This is what it looked like in the end:

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Is it elegant or sophisticated? No, but it works and it was something we knew that I could handle and expand upon when the time came. Every block is just a bunch of arrays describing the tiles that the game needs to set into each cell when the map is built. Then there's a list of spawn points for mobs, whether or not it can spawn a player or magic circle (requires a 4x4 cross in the middle). The blocks are split into three (or I guess four) pools:

Spawn Blocks contain no mobs and all have a clear area, clear exits in the middle of each side, and can spawn a player or a magic circle. There is one guaranteed per map and a 33% chance of a second.

Dead Blocks disobey the clear exit rule, even though they might be relatively clear overall. They may or may not spawn mobs or players/circles but never both. If you look at the screenshot above, the top right block is actually a dead block. It seems relatively open, but it is classed as Dead because it does not allow access from the middle of the top or bottom sides. There is a 50% chance of having one on a map, and a 50% of there being none.

Normal Blocks spawn mobs but not players or circles and have clear exits.

Fallback Block: In all of the testing we had, we had a single report of this actually triggering. It's extraordinarily rare and I think it requires the RNG to pick a certain set of blocks combined with a certain set of mob encounters that require large numbers of spawns. Hell if I know. That isn't fixed. If you're extremely lucky, you should technically still be able to cause a fallback map to spawn.

In this way, we went from "We don't have enough map!" to "We have enough blocks that I can comment out a few if they turn out to be problematic. One of the candidates was the infamous death corner:

deathcorner.jpg That is, it is infamous among those who have played this game and tasted the fearsome Corner Orange.

During testing, I did notice that this formation of blocks was maybe the most difficult the game had to offer. The bottom left block isn't a Dead block because it allows entry from all sides (it only looks blocked at the bottom because of the final outer wall). However, it has less clearance than other blocks so you can only loop around the north if it happens to be end on against the wall of the arena. Put a high hp enemy in the corner, like an Orange, and it can easily end your run. In the end though, I didn't remove it and maybe that's why this game still hasn't been cleared yet by the community though several have made it into the mid thirties.

Now come! Cast your lot and fulfill our Accord. We pine for your presence! Throw yourself unto the Abyss of Bottomless Time and taste the bittersweet futility of the Corner Orange.

Witch Contractor: https://ldjam.com/events/ludum-dare/51/witch-contractor

Who can fend off The Swarm?!

AntsAntsAntsemTheSwarm/emSuper_Small.gif The Swarm is incoming, defend The Queen!
A small RTS game about ants, ants and more ants.
https://ldjam.com/events/ludum-dare/51/antsantsants

Justin Time: Man of the Hour!

The Nation of Procrasti and the State of Spacetime have long held onto an uneasy peace, but now it seems that Spacetime might once again be thrust into turmoil. Waves of Procrasti-Nation Clockwork Automata can be seen on the horizon. If left to their own devices, they'll bring Time itself to a halt! Only YOU can stop them, for you are...

Justin Time: Man of the Hour!

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You can't let those Clockwork Monsters get away with this on your watch! You may be surrounded and massively outnumbered, but thankfully these Procrasti-Inators put off their attacks to the last second. As long as you think on my feet, you should have enough Time to take them all down before they lay a finger on you.

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Unfortunately, Time is not always on your side. You only have so much time to move before those Clockwork menaces get their act together and attack, so think fast!

Luckily their forces are staggered. Between waves, you can regroup and add new skills to your toolbelt. You might even be able to give yourself some extra Time to fight them with.

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Can you push back the unyielding forces of Procrasti? Can you save all of Spacetime? Will you live up to the title of Man of the Hour? Play and find out!


Introducing Justin Time: Man of the Hour, a roguelike-deckbuilder where time is of the essence! You get 10 seconds to take your turn, but each of your cards costs time to play! Think on your feet if you want to have enough time left to play the cards you need.

Each turn the surrounding enemies will take a step closer to you. Some enemies must reach the center of the circle to attack, some may be able to attack from further away. Clear all the enemies in a round to get a reward to refine your deck and improve your abilities to help with the later, more difficult fights.

We're really proud of this one, so we'd really appreciate your feedback! Please come check it out!

Devlog!

I posted a short Devlog on my Ludum Dare 51 game Gemstones! I am really happy with how this game turned out, and want to continue it further to put onto steam. You can watch the Devlog here https://youtu.be/Bq4K688rv3s , and if you like it be sure to like and subscribe :)

Groceries Please Post-Mortem

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Groceries Please! is my 14th LD entry, and 8th with "Literal Games", a protean group of my friends. It's a busy corner shop simulator with frustrating but believable customers, combined with a choice driven narrative about the difficulty of managing your family at home, and your family back home.

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I love writing post-mortems for my LD entries, mostly for myself, as both a critical review of the game and the process, and as writing exercise; but I also love reading my old post-mortems to see how my thoughts and views have changed over time. I have post-mortems from 8 years ago, and I find it very interesting to see what I thought was worth talking about back then. I've seen some great post-mortems on the feed this LD - I'd encourage you to have a go writing one!

So, how did LD51 go for me? Let's dive in!

Ideation

Before the Jam, I (along with many others, I'm sure) was really hoping that the theme would not be "Every 10 Seconds". Regardless of it being a bad theme, it was the same theme as LD27, which I also competed in. I know LD27 was 9 years ago, and there's not many people who have done both, but to have two identical themes - even down to the same period of time, is kind of frustrating. I also believe a theme shouldn't be a mechanic, and should instead be something you need to layer into your game, so it's also a bad theme in my books. The game I made for LD27, 10 Second Army, is really not very good.

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Luckily, I had been to the Museum of Anthropology in Vancouver the night before the Jam started. It's a really wonderful museum, and it gave me so many ideas for other "themes" I could base the game around as well. Specifically, there was a temporary exhibit on "Mexican Americans", and a lot of the pieces in the exhibit had a sense of being not quite settled - being at home, but not at home. As someone who has recently moved abroad, it's a feeling that I'm also trying to get to grips with myself. From this, I already had an idea that I wanted to make a game about being an outsider, or as I put it in my notes: about "Borders and not belonging".

So, the theme was announced, and I was upset. I was doing this LD with my partner and two of our friends, and while we were waiting to chat to our friends on Discord, my partner and I discussed our ideas. Neither of us wanted to do a game that was frantic or too stressful, but how do you avoid this when the theme enforces it as a mechanic?

A solution seemed to be to have an action occur every ten seconds that doesn't necessarily need a response, yet. The game could then be balanced around how much response you need to provide to those actions. Some might need something small, some might need more. I had suggested a factory simulator where raw materials arrive every ten seconds, and the gameplay was building a factory to deal with the materials; or alternatively a Zoo simulator where animals arrive every ten seconds. Neither of them seemed enticing, but then my partner had the idea of running a shop with new customers every ten seconds. From there, the pieces fell into place. In the UK, a lot of corner shops are run by typically South Asian immigrants, often Indians. It seemed like a perfect way to combine the theme, as well as to introduce my personal desire to make a game around immigration, borders, and not belonging. We discussed this with everyone, and it seemed we had our idea!

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PICO-8

From there, I think this was one of the smoothest LDs I've ever worked on. We had decided beforehand to use PICO-8 for the game. PICO-8 is a "fantasy console" with very strict limitations on everything - code, sprites, music, SFX... everything is done in the PICO-8 environment. I love these restrictions for game jams. They make 90% of the decisions for you, and force you to focus on the important things. Whilst it means that you don't have complete creative control over the game, the tradeoff is worth it for me.

Knowing how to use PICO-8 fairly well, and already with a good idea of how we wanted the game to look and how it would play, meant that two hours after starting, we already our shop with basic movement:

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The "pseudo-3D" took me a little bit of time to get right, but I think it's a nice touch. Plus, comparing this initial build to the final game, it's amazing how much we kept. I think that's the power of having such tight restrictions, as it forces you to work with what you've got.

Customer AI

Next on the list was working on the customers. We had already come up with a set of things we wanted customers to be able to do, but before all of that, they needed to be able to move around the shop.

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For this kind of system, where you need to control the state and actions of an entity over multiple frames, there is no better solution than Coroutines. These are usually available in most languages and game engines, and let you write functions that remember their state across frames. This means that instead of having to store a bunch of state in loads of variables and work out what to do with them each frame, you can instead just throw a yield() in your function, and magically the next statement will be run on the next frame!

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This means that moving an entity towards a point over multiple frames becomes as simple as the snippet above. It also means that creating a simple "AI" that constists of "walk here, do this, walk here, etc" becomes as simple as writing those function calls in order.

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The customer AI is actually fairly simple in that regard. Because writing consecutive actions in coroutines is just so simple, the functions just become lists of things for the customers to do.

At this point, I had also added functionality to the shelves so that they could hold items, and we basically had an MVP of the game!

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Layering on systems

From there, it was simply a case of layering on systems. I find the best way to do this in game jams is just to add the smallest next item, and make the game work completely with that. I find it forces you to think features through, about how they'll interact with everything else, and what you actually need. It also keeps your game from getting too buggy and spinning out of control, as you're always working with a "working" game. The next logical step for us was adding different item types, as well as letting customers hold the items.

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Next, getting deliveries of specific items, and being able to use those deliveries to fill up the shelves.

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At this point, the game was actually kind of satisfying to play! It definitely wasn't perfect, and there was a lot of downtime, but being able to organise your store, and watch people come in and see them picking their purchases had a kind of charm. This was a really great feeling, as it meant we were on the right track.

New features kept flowing. How about customers dropping items and making a mess?

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We had a really solid base to build off. Part of adding features iteratively also means you'll have to modify them slightly later to add new things - but that's fine if you design things simply. Game Jams are not the time to over-engineer!

Balancing

The game was going well, and was essentially feature complete at this point. There was only one problem: while it felt charming, in a way, there was no challenge or balance. Managing the store didn't have any tension.

The issue was that you could deal with everything in the store too quickly! And the fact of the matter was each customer could only generate so much for you to do; and we were locked in to only have one customer every 10 seconds. The player had too much time.

So the next "feature" was getting actions to take a certain amount of time. This had the effect of making everything take longer, which is usually a bad thing. However, in this case, the key was realising that time itself was the resource we needed to get players to manage. There isn't much other skill in the game, so getting players to prioritize and choose what to spend their limited time on seemed like it should be at the heart of the game. That meant that we needed tradeoffs, and ways to make actions "cost" the player different amounts of their limited time.

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This also meant that we had a lot more levers to pull to balance the game. The time certain actions took really changed the feel of the second to second gameplay, while things like frequency and size of deliveries, and customer interactions, let us balance the game over longer periods.

One thing I learned is that balanced doesn't always mean fair. In the game, if there is anything dropped on the floor of the shop, new customers have a chance of leaving in disgust. Because of how the timings work out, it is often just 1 or 2 seconds after someone drops something that a new customer will enter. This means you can have the unfortunate situation of not being able to deal with a mess before you lose a customer to it.

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But I think it's great. That's life, I suppose!

Story

Whilst I was working on the shop gameplay, my partner was working on the other half of the game: the story. Building a shop simulator was all well and good, but the whole reason we wanted to do this game was to explore the feeling of being away from home, and having to make tough choices about family.

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We drew heavily on inspiration from games like Papers, Please for this. Papers, Please has a similar system of days of somewhat stressful gameplay, punctuated by end-of-day segments where you have to make tough choices about your life and family.

To keep things simple, we decided to implement our choice system as a branching narritive with a single binary choice after each day. A sensible number of days and choices felt like 4/5, which would give us 16 possible endings.

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I've never really added story to a LD game before, but I think that's because I've never really had an idea I've wanted to explore like this before. While it might be a slightly blunt tool, I think the choices really put into perspective how difficult making these kind of decisions are in a fictional video game, let alone in real life.

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One thing we really wanted was at least one tie between the story and the gameplay. From our very first brainstorm, we had the idea that one of the tasks you had to do was to help your child with their homework. While this works well from a gameplay perspective by giving you a high reward task that takes a long time, it also provides more tension in a story sense between work and family, as well as hopefully making you more empathic towards your daughter. It's really my favourite part of the game.

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Consequences

Coming into the final day, I was wondering if the game would keep players engaged. Specifically, there was no reason to do a good job running the shop. Obviously for some players, intrinsic motivation to see how organised they can keep the shop and how many customers they can keep happy would be enough, but I felt some kind of metric of how well you were doing would be nice.

I thought about just having your score be related to how customers you served, but that number was fairly static (you get 10 customers a day, and most of them will buy something). It also meant that helping your daughter or not had no consequences. At this point, we already had the customers making :slight_smile: and :frowning2: faces at times - so why not count those as our score?

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While this doesn't change the gameplay in any meaningful way, I think it's a nice wrap up of the day, and just adds some consequences to your actions.

I do wonder how much it was necessary though. While watching people playtest the game, I found that the happy or sad faces the customers make, along with the great SFX, are enough to elict some sometimes fairly strong responses! Perhaps just letting people be guided by their emotions would have been enough.

Polish

I love polish! Polish are those small things that separate good games from great games. Obviously things like cohesiveness in gameplay, art and music can go a long way, but there are some specific things we added that I think make the game feel very complete.

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One of these is the title screen! I think an animated title screen is such an easy thing to add that really gives a good first impression of your game. I think 90% of my LD games have some kind of animated title screen. It takes a bit of time, but it doesn't have to be complicated and it's the first thing people see.

Flashing text is another tiny thing that adds more than it costs to add. It just adds a little bit of movement, and pulls the players attention to what they need to do or press. When you've done it a few times, you realise that sometimes it's actually very simple, especially if you have a function that returns the current time. The more you add things like this, the easier it will be.

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There are a few other small things that we did to help polish the game. One of those is the transitions between the scenes, which just mean cuts are less jarring. Another that I've already mentioned is the results screen (which has its own flashing text, and subtle movement), and a "day/night cycle", in the loosest sense. This was added hastily as "sky goes blue to orange to dark blue", as otherwise we found the end of the day a bit jarring.

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Working in a team

Taking learnings from previous LDs meant that we had a Google Doc with our plan and focuses on right from the beginning. This helped the whole team know what was important and where we were going, especially as we were working with 8 hour time differences!

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We've also worked together as a team so much that we know what each of us can do and trust each other to make the decisions that need to be made. It allows us to get on with what we need to do without too much discussion or delay.

I also find it invaluable to have a team to know what to prioritise and what's important. I have a bad habit of hyper-focusing on specific things and not considering the broader picture. Having a team to bounce ideas off of and keep everyone on the right track is great, especially when you trust each other's judgement. A good example of this was adding the interaction with your daughter. I had put it off because I wasn't sure how to implement it, but everyone on the team thought it was the next most important thing, so I got cracking on it.

Playtesting was also a breeze: whilst I was finishing up and squashing bugs, the other members of the team were playing the new builds of the game and adding tasks for me on the doc. It kept us organised and was a very efficient way of working.

Conclusion

I think my post-mortems get longer every time! Thank you so much if you read all or any of this post. I love LD, especially getting insights into how other people make games. If there was anything interesting in the development of your game, please consider writing it up!

If this has tempted you to play our game, you can find it here: Groceries Please! Good luck to everyone in a few days when results come out! :smile:

(Reaching 20 Ratings) A Roguelike Shooter with Patterns and Audio Hints

Hi guys, Just a few ratings before hitting 20 ratings. Thank you for your attention!

A Roguelike Shooter with Patterns and Audio Hints (Compo)

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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

Call me. Maybe?

I didn't really have time to be actvie this time and I'm missing about 10 reviews to make it to 20. It would be amazing if I could make it.

poster_2.jpg https://ldjam.com/events/ludum-dare/51/call-me-maybe

Please meet Pandora

Internally, our game’s hero is named Pandora!

Just admire how cute, and beautiful she is❤️

If you still want to play, here’s the link:

https://ldjam.com/events/ludum-dare/51/pandoras-box

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There is very little left ❤️

We are grateful to everyone who played and appreciated our game. Earlier we said that our goal is to get and give 100 ratings. Our game has already been rated by 92 participants! We are so close to our goal that it's hard to believe.

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So if you want to help us or are just interested in playing our game, go here or Itch

Also we haven't given 100 ratings yet. So drop links to your games in the comments so we can rate them.

Some news about the upcoming post-jam version

Hi everyone! Here they are some news about my jam submission for the LD51: 10 Seconds Cycles. In addition to all your positive feedback (thank you all), i decided to push the development forward to bring new and polished features to the game.

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In the upcoming days, i will post an updated version with, at least, the following features:

  • Powerful AoE (Novas)
  • Dash mechanism
  • New pickups (nova and points)
  • Difficulty selector (3 modes)
  • Online leaderboard
  • Multilingual (French translation)
  • Improved UI with better health bar, visual cooldowns and remaining nova count
  • Better VFX (lasers, explosions, auras, etc.)
  • New menu
  • New sounds
  • New background music
  • Reworked level design with new props, lights and animations
  • Bug fixes and gameplay polishing

In the meantime, if you want to try it, you can play the original submitted version (in browser) and rate it. Thanks for your time!

Stay tuned for more news. Take care ;)

Being Dog the shepherd dog is a tough job

Hi guys! Ever wondered what a periodic radioactive rain can do on a flock of sheep? Not exactly what happened to Peter Parker's spider, but it might be of some use for a shepherd dog.

Try the ld51 game here!

We had great fun with this our-first-ever Ludum Dare! Hope you enjoy too :smiley:

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What's next for Sally's Scribbles?

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Play the jam version: https://ldjam.com/events/ludum-dare/51/sallys-scribbles

I'd like to briefly talk about something I've been hinting at a couple times before: The Sally's Scribbles Post-Jam Update. CAFE DNOCÉ has been hard at work at doing all the things we just didn't have the time to do in the jam's timeframe. From an improved draw rating algorithm, to new features and some quality of life changes.

While the release timeframe is still TBA, here is a short run-down of things that are either planned or have already been developed: - Improved drawing detection: By far the feedback we got the most was that drawings were too easy to just scribble off and you'd get more profit than you would by trying. It's a tough nut to crack, and we ran into a lot of dead ends, but we hope what we came up with will be satisfactory. - Saving: Using the "take a break" button on the pre-game screen you will be able to suspend your game, returning to it at a later time - Seasons: Instead of real-life days, the game's days are now divided into the four seasons, bringing with them new weathers and faces. Seasons are a lot shorter than in real life, as well. - More drawing variety: Drawing prompts may now show up flipped, upside-down or recolored, shaking up the gameplay when Broccoli Steven wants his seventh daily picture of Broccoli. - Reimagined thunderstorms: Thunderstorm days, as well as some new "extreme" weathers, are now playable. However, they are shorter days, putting a stricter upper limit on possible earnings. - Rebalanced expenses: Instead of hiking your rent every other day, expenses will be a bit more dynamic, with utensil cost scaling based on the number of canvases used in a day, and seasonal expenses coming into play. - QOL: Not much to go into detail here, though that 3-2-1-go! sequence in the gif does look enticing, does it not?

The Post-Jam Update will be posted exclusively onto the game's itch.io page, when we finish it within the next weeks. If you want to be alerted when it comes up, drop a follow. If you haven't played Sally's Scribbles yet but the name "Broccoli Steven" makes your heart go doki-doki like nothing else, you can play it right here! https://ldjam.com/events/ludum-dare/51/sallys-scribbles

:levitate:

Puzzle Clock

I only need a few more ratings to get to 20. I have been rating a lot but seem to have stopped getting them. If you have a moment, I would really appreciate it if you would play and rate my game! It is embedded on itch so no download required!

https://ldjam.com/events/ludum-dare/51/puzzle-clock

Thanks!

I plan to play and rate your games today live

Today 17/10 at 17:30 UTC

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Come watch me play your games on YouTube or Twitch! You can post your games here (and twitter accounts for announcing)

https://youtu.be/f_RXvFulWrQ https://www.twitch.tv/mrrubel

Playing with shader and other stuff

Just try to implement a lowcost CRT effect for my game Speedrun for Light and maybe add some dynamic Glitch fx..

Also planned to make a post-jam version with more mechanisms and more levels + taking into account all your feedback off course! Yes checkpoints for the easy mode ! ;) (thanks you @all! ur amazing!)

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And of course if you haven't tried my game yet : PLAY-IT HERE

our planning whiteboard

Heather and I's planning whiteboard looked so insane by the end lol. Most of the unchecked items got completed in the end, we just stopped checking them off as it came down to the wire. We got a wild amount done for 2 people in 3 days. Still very proud of it. Also very funny that "win state" got left until nearly the end.

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Struggling for Ratings?

I've been having a tough time making time to rate other games, and as such haven't gotten a ton of ratings myself. If you're in a similar boat, drop your game here and I (and hopefully others!) will get y'all some ratings! I'm very proud of my game and am really hoping to place this time around, and I'm sure some of you feel the same way. In the meantime, mine is here: https://ldjam.com/events/ludum-dare/51/ethereal-exchange

Do you have a game with less than 20 reviews and need more? Put them here!

Hey! I want to play and review your game, especially if you have less than 20 reviews! Paste is here and I’ll give it a go and a review a little later. Let’s get everyone a score!!

Feel free to check out my game if you’d like, not necessary, just if you want! https://ldjam.com/events/ludum-dare/51/bots-bots-bots