Ludum Dare 51 September 30–October 3, 2022

Final week to rate 'Dragua' - Can you keep the flame alive?

The final week of rating is here (only 4 days to go)! We've gotten so much awesome feedback so far. We are excitedly working on a post-jam update with some neat features that we either couldn't get into the first submission or that were inspired by YOUR feedback.

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So if you'd like to be part of this journey with us, check out our latest dev log or consider playing and leaving a comment before the end of the week!

You'll make little Dragua so happy :)

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- Hawkin

Hot potatoes in your area...?

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'tis Halloween season, and here we started doing some carving... potato carving!

Do you have any hot potatoes in your area? If so, share in the comments. If not... maybe you should play Potat-Os!

Ludum Date Hard Mode ( 4 Hour Challenge )

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Found myself opening up Gamemaker Studio with 4 hours to go until submission not sure if would even compete. Yet I felt determined that despite what little time I had left, I could still put together a submission.

For anyone who is interested in watching me struggle, I streamed it all on twitch. Will be playing games over the next 3 days if people want to watch me play their games.

https://www.twitch.tv/videos/1608326764

Would love to get some feedback on how I did in such a tight deadline! FYI would not recommend doing this

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

Here's to Ludum Dare 52

Long Shot Post-Mortem

With the jam finally winding to a close, it's time for my usual look back at how the development of my entry went: what went well, what went badly, and what I can improve upon for future game jams.

First of all, I'd like to say a massive thank you to everyone who's played my entry Long Shot so far! If you haven't yet, please do play and rate it, and I'll do my best to get round to rating yours in return before the rating period ends!

What Went Well

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  • After my LD48 and LD50 entries were published in extremely buggy, broken states, Long Shot ended up being much more stable and bug-free. The only major bugs were a memory issue that caused the game to start lagging after a while (which took about a week to be discovered) and some missing sound effects (which nobody noticed because nobody knew they were supposed to be there!). It's good to get back to making stable releases again.
  • Long Shot feels like one of my most polished entries yet, with its slick logo, scrolling starfield background, and various other touches. Its rating on Newgrounds is a solid 3.51/5, the highest of any of my Ludum Dare entries, which would serve to back that up.
  • My previous TIC-80 games have either had music that was poorly-received, or no music at all. Long Shot, however, has received quite a lot of praise for its music, so I think I may finally have gotten the hang of composing good-sounding music in TIC-80. That should hopefully serve me well in the future.

What Went Badly

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  • My ADHD kicked my ass big time during this jam. I struggled to focus, and kept goofing off and wasting time. While I got the game done and polished with time to spare, I honestly feel like I could have put so much more work into it, and added so much more variety, had I been able to concentrate more.
  • The game takes a lot of inspiration from Prism Indigo, the bullet hell shooter I released earlier this year. While very little code was actually copied directly from it, much of the rest of the code is probably very similar. This helped compensate for my lack of focus and avoid the game-breaking bugs I've had in the past, but it also feels unsatisfying. I've used past Ludum Dares to experiment with new genres and push my boundaries, and this time round I didn't do that. (It is a departure from my usual narrative-driven style, so there's that...)
  • The game's endless nature and randomised waves mean there's no difficulty ramp: it stays at the same level forever. This gets boring pretty fast, and also means you can theoretically play the game forever if you're good enough at it. I did think of ways of include a difficulty ramp - having the enemies move faster over time, and/or reducing the time between waves - but couldn't think of a way to make it work.

What Comes Next

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I don't know whether I'll be competing in Ludum Dare 52, as it happens to fall on my birthday. I may take it off like I did LD49. Either way, in future game jams I need to be more disciplined, and make sure I keep my head down and don't slack off, though I also need to be careful that I don't burn myself out like I have done before.

Speaking of burning myself out, I intend to take a break from programming after the rating period ends, as I've done quite a lot over the past couple of months. Once I get back into it, I'll be releasing another patch or two for Prism Indigo and then resuming work on Prism Warriors, the upcoming sequel.

Later tonight, I'll be releasing one last update to Long Shot to fix those missing sound effects. After that, I intend to refine the concept and use it for an unlockable game mode in the deluxe version of Prism Warriors. I think there's still a lot of potential I can draw out of it, especially as it can piggyback off of the much higher level of variety that Prism Warriors will naturally have.

Once again, thank you all for your kind words, and I wish you all the best of luck when the results come in!

NN7 Post-Mortem

Hi guys!

Another jam finished, some time passed and now I finally found some time to reflect my experience with LD 51 and making of NN7 Guardian game.

Day 0

In our time zone the jam theme is revealed 1 am saturday. And since most of our team are boring office workers we have pretty strict sleeping schedule and we can't plan a lot for the night. But it's already a tradition to gather for one hour to discuss the theme and do a brainstorming together. I personally didn't like the theme, because it sounds to narrow for me, but we are where we are. This LD we didn't went with any fancy visualization, but we got a few ideas to play around:

  • Rollback level / player every 10 seconds - this was thrown out because it's literally the first idea you come up with and we knew a lot of people will come with it
  • Remove players HP every 10 seconds (or similar) - this was also thrown away quite fast, because it was very formal theme match and also quite a simple interpretation
  • Turn based game with 10 seconds limit / cycle - this was quite interesting one (btw there is really good one called Ticktock Tactics by @excy and @cral)
  • Play with level, extend it for example every 10 seconds
  • Super hot in 10 seconds, where the time is going only when you doing something
  • Space jumper (which actually on brainstorm was in two options with dungeon crawler and space jumper game) - the one we come up with. The idea was to push player out of comfort space every 10 seconds

Day 1

After not really long night we gathered together and decided that we will go with another space game for LD. Yep, that's kinda third one in a row :blush: I probably will insist to create something different the next time!

My responsibility in the team is mainly look & feel, however I also coordinating the process, helping with code to @ramonvicious, making UI, binding sound and balancing the game. However the most important part is how our games look. I started straight away with mothership model and texture to fix the art style and make for us some anchor to build everything around (on the picture below all models, except utility ones from the finished game)

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While I was making this model Roman already completed some basic mechanic with gathering resources, state machine and make it everything more or less moving together, but I hope he will write his Post-Mortem later.

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By end of the first day we had a draft prototype of the game and most part of assets to play around, but I really wanted to figure out how to make a portal between levels in a way that player won't spot the change of decorations. After playing with camera and effects I got a result, which was fitting my wishes pretty well and was almost identical to what you can find in the final game.

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Day 2

In my mind a space game is always first of all a space around the ship, not a ship itself. It was clear that we won't be able to make a whole universe around the ship, so I decided to try simplify and randomize everything I can simplify and randomize. I'm quite a big fan of randomized assets, since they are working usually quite well and making game very visually reach, even if you have quite limited amount of efforts put into assets. If you are interested there is a separate article about our LD 47 entry regarding my approach.

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Actually that fact that I decided to make 3D game helped a lot with making picture adorable and cool to look at. Behind the scene the space is actually quite small, but what's important is that there are a few tricks:

  1. All the stars around are randomized using 4 different assets and some color grading
  2. Sky sphere and the sun are never matching the color to produce a cool combination
  3. There are 7 manually picked colors to choose from
  4. There is an additional source of light for sky sphere lighting
  5. All assets are slightly randomized - sphere rotation, sun size, sun rotation etc

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Other part of the day was consumed by small assets we need - small ships, trail effects and asteroids. The second day was also a day when we've finished the gaming cycle, added asteroids and enemies, binded most of sound and finalized the code to some playable state. However there were plenty of work to handle during the next and final day.

Day 3

The third day is always really mentally challenging for me. Same as with LD 49 we didn't have anything even close to the product after two days. I was even barely playing in what we have. And even tho it was looking good we had to make a few important adjustments to make it really be a game. I hope Roman @ramonvicious will share more about development & game related stuff, but even from look and feel there were a lot of small issues to fix.

I won't mention everything, but a few were pretty challenging for me. The first one was game victory and game over. If the first one is pretty easy to show the second one is for sure more challenging. For small ships we came with just removing a model at all with small amount of particles, since it won't be really visible anyway. For the mothership it was clear that it should be more visible.

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On the picture above you can see two things. First of all damage indicators (grey spheres, which are actually bunch of emitters in the game), which are making damage to mothership more visually clear for player. Second thing to notice a slightly changed model (actually just cut in half) with additional parts to make it more like a wreck. Actually it was already done in hurry and I didn't have a chance to make it properly. However it worked pretty well in the game with animations and effects.

The last but not least part was UI. Yes, we didn't have a lot of it, but anyway we had to construct it. I have a UI designer background, so it wasn't really complicated for me to come with something meaningful in a limited amount of time. And thanks for event-based design in code we usually making it was quite easy to bind everything together.

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The publishing and panic in the very end is not really something I'm proud of. I was able to slow down and play finally a game a few hours maybe before the deadline and it was surprisingly working pretty well. We did a few adjustments in our spawn balance but in the end it wasn't anything critical.

Fun fact - we literally came out with the game name at the last 10 minutes before pushing the final build.

Conclusion

LD is always a challenge. It's never simple to make a cool game in a limited amount of time no matter how many people are working together. I am actually pretty proud of what we ended up with, even tho in the process I felt like everything is just falling out of hands. I will definitely participate in the future and hope we will reach even better result in gamecraft.

Sorry for taking a lot of your time for reading this post. I hope you have enjoyed the event as we did and I wish everyone the best score and new achievements in the future!

Anyone want to play and rate my game "Foody the Robot" - still need few ratings?

PLAY IT HERE: https://ldjam.com/events/ludum-dare/51/foody-the-robot

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The game is about a robot named Foody the Robot who needs to learn to remember random product lists and repeat them within 10 seconds.

There is an AI and a narrator that guides You trough the journey. The narrator might a bit evil….

PLAY IT HERE: https://ldjam.com/events/ludum-dare/51/foody-the-robot

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[Post-Mortem] What "You Fix Spaceships!" Taught Me About UX

First off, hello! :smile:


We are a team of two (my sister and I).

And we made This Little Game which is half about managing a space kiosk, and half about doing some introspection.

If this sounds like your cup of tea, give it a try before reading on - 'cause there will be spoilers below :stuckouttongueclosedeyes:

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Why I Care So Much About UX

One of the most important things to me in a game, is game feel. The way a good game can immerse you, make you feel what the author intended you to feel? I love that in a game. That's what (in my opinion) is the mark of a great game.

But game feel is a topic that has been talked about to death, and frankly, I think good UX design deserves so much more credit than it gets.

Just to make sure we're on the same page, here's what I mean when I talk about UX: Games with a lot of good 'game feel' can be fun to play. But in order for them to be fun to play, the player has to know how to access that game feel.

Think of it as, say, instructions for how to have fun.

Take Super Mario as an example. One of the main mechanics in the game is how when you have a question mark block, you can hit it with your head to get a coin or powerup pop out. This mechanic feels good. It's fun to hit question mark blocks with your head.

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(Above: Punching a Question Mark block in Super Mario. Definitely not from our LD entry.)

But what if you had no idea you could hit the question mark block in the first place? Sadly, you'd likely miss out on half the fun in a Mario game.

But then the question becomes, how did you know you could do this? The original game didn't come with an instructions page, did it not? You just sort of... knew.

Of course, having the text "you can hit question mark blocks with your head" in the main menu screen would also be a way of telling the player they can do something. A screen full of instructions is definitely a type of UX. But the Mario games somehow managed to do without it. You simply look at the block, and somehow, maybe because there's a Question mark on the block, or maybe because of Mario's limited movement, you instinctively want to hit it with your head. And that's how you learn you can do it, no instruction screen needed.

And that's why I appreciate the magic of good UX.


My Rules of Thumb when Designing UX

I'm no expert when it comes to UX. I have only a fraction of the experience of what I'd want.

What I do have is a couple rules of thumb. A checklist of sorts, things to look for when playtesting, to make sure players don't miss out on different parts of the experience.

It was difficult for me to articulate my mental checklist, but I think the following more or less sums it up:

1. Existence: Did I forget to tell the player about anything I want them to know?

2. Clarity of Existence: When the player receives feedback, is it possible the feedback will be missed?

3. Interpretation: When the player receives feedback, is there any chance they might misunderstand it?


What I'd like to do now, is take each item in the checklist and give examples from our game in this jam - considering both things I believe we did well, and things we could have done better.

Of course, this is both going to constitute of huge spoilers, and also assume you're well versed with the contents of the game - so if you're planning on reading on, I recommend you give it a quick play before continuing. I promise, it's not long. :)

So if you wanna: The link to our game entry is Here. :heart:

Post Mortem & Lessons for the Future

Okay, let's break it down. Here's what I think we did better and what I think we did worse:

:one: Existence

(Did I forget to tell the player about anything I wanted them to know?)

Regarding the INSTRUCTIONS

As a rule, I like my games to have as few text-based instructions as possible, while still making them clear to the player. I feel like text-less instructions makes them more accessible to people who don't have the energy to read a wall of text (or even a short paragraph). And if done well, it will definitely make a game feel more immersive.

In our game the controls are entirely communicated by the drawings on the game frame, and a couple words drawn in graffiti on the mechanical blinds. And honestly, I feel like that went over mostly well (but more on that when we talk about Clarity of Existence).

Regarding the PAUSE MENU

There is a pause menu that you can enter and exit by pressing Q. They make both the timer and the tile-swapping mechanics freeze, and only continue once the blinds have gone all the way to the top. Unfortunately, the top of the game frame is not the top of the screen, and as such it can be a little confusing as to when precisely the game is about to continue.

In order to mitigate this, we issued three different types of feedback:

  • A strong sound effect marks the end of the blinds moving up. A sort of bang, indicating that the blinds have hit the top of the screen.
  • On the bottom of the screen, the flower pot shakes a little when the bang happens, giving a sort of visual indicator in case you weren't paying attention to the audio. (And honestly I think it helps that the flowers are on the bottom of the screen, since it gives you a visual indicator even if you weren't paying attention to the blinds)
  • The white rectangular frame marking the currently selected tile in the game disappears from view the moment you press Q to pause, and reappear only the moment the blinds end their animation to show you that you're allowed to keep playing.

Before we added all of these effects, I felt awkward whenever exiting the pause menu, feeling a little uneasy as to when I could keep playing (which was especially important considering the short time in which I have for the tougher spaceships). But little by little, as we kept adding these, entering and exiting the pause menu felt like a much more comfortable task, and I could do it without worrying as much as I used to.

Regarding the END OF THE GAME

This was, I believe, one of the worst UX mistakes we've made in this game.

At the end of the game, after the man-eating planet leaves the game area, an ending animation begins: It starts with the blinds automatically closing, and (without giving out too many spoilers) ends with the game closing on it's own. No user interaction needed.

And on an unrelated matter, as part of the game instructions, there is graffiti on the blinds telling you you can press Esc to immediately close the game.

Unfortunately, those two put together turned out to be disastrous. When the blinds closed in the ending animation, the graffiti saying "Press Esc to Quit" appears. And since players understood that this animation meant the end of the game, they immediately pressed Esc, completely missing out on the rest of the end-game animation.

This was a thing I completely missed out on when playtesting myself, and we only realized after the end of the jam, when letting a few of our friends play the game.

Circumventing this would have been easy, of course: We don't even have to change the graphics. Off the top of my head, we could simply not have the Esc button work during the end of the game. But the fact of the matter is, we didn't notice this, and that robbed a lot of players of a part of the game experience that I really feel ties the whole thing together.

:two: Clarity of Existence

(When the player receives feedback, is it possible the feedback will be missed?)

Regarding the TIMER

There is a timer on the bottom of the screen telling you how long you have until the end of the round.

And despite it containing all the information it should contain, I frankly don't feel like it pops out enough. Post-jam, I've had some friends playtest, and a few of them didn't even notice the timer existed until a few rounds into the game. This is not such a big deal when they managed to fix a ship, but whenever they failed they would end up very confused as to why the round ended (and I'd show them the timer and suddenly things would make more sense).

A couple ideas that I feel would make the timer pop out to make players more aware of its existence: * Beeping or ticking sound effects that go with the timer counting down. The existence of a sound effect make a player instinctively look around for the source of the sound, and when they see the timer animation matching the ticking, they'd know it's important. * A visual blinking or animation of sorts to exaggerate the timer's existence when the countdown is nearing zero. See, even if you know the timer exists, it's easy to forget about the countdown when you're immersed in a puzzle. Having some sort of indicator when the countdown is almost over would be a solid reminder, and would definitely prevent some confusion if the round suddenly ends and you weren't paying attention to the time.

Regarding the GRAPHICS DEPICTING GAME CONTROLS

Consider how the game teaches you about controls: On the bottom right, you have a drawing of the Arrow Keys and the Z Button. On the left, you have a post-it note with the letter Q.

Optimally, I'd want players to first learn about the Arrow Key + Z controls, and only afterwards learn that Q starts the game. This is for two reasons:

  • These are the more important keyboard controls to remember, and players will most likely remember the first thing they learned rather than the second.
  • If a player decides to experiment with pressing keys, I don't want them to accidentally press Q and have the game start before they learn about the Arrow Keys + Z controls. Once the game starts, not only do they have to already be ready to play, but also the game itself pops out much more than the button drawings on the bottom right, and players might miss it out completely.

But as it turned out, quite a few players did the opposite of what I'd hoped: They read the "Q" post-it note, then pressed Q, completely missing out on the Arrow Key + Z controls, forcing them into having to learn them on the fly.

This wasn't too disastrous, as the first spaceship is very easy to solve (for reasons such as these). But it makes me wonder if maybe we could've noticed it earlier and done better.

  • The most glaring issue in my opinion is that the arrow key graphics simply don't pop out as much as the post it note, making the post-it note the priority when players read controls.
  • Another issue might be that the post-it note is on the left, and players might have a tendency to scan the bottom-left of the screen before the bottom-right, an instinct matching the way text in English is written.

:three: Interpretation

(When the player receives feedback, is it at all possible for them to misunderstand it?)

Regarding the Z BUTTON

In the game, you need to press Z twice to make a swap. The first Z press marks a tile, and the second press picks the tile to swap with. If for some reason you want to cancel the first Z press, you can make your second Z press on the same tile as the first.

This was not how the game worked for a majority of the time we worked on it during the jam. Originally, we had two buttons: Z and X. Z would select a tile, and if you wanted to cancel a press, you could press X.

The graphics depicting the controls were pretty much the same:

If you would please ignore the lack of transparency making the borders of the image look weird, here is what we had planned: zx.png

We thought this was a great way to teach the player about the UI - the Z was green to tell you this was the primary action, and the X was red to give a bit of intuition as to the fact that it could cancel.

Then at some point during the jam we gave the game to a play-tester, and he did something I did not at all expect: After selecting a tile with Z, he tried selecting making the swap by moving to a second tile and pressing X. Not Z. But rather X. And that's when I realized that my love for minimalist instructions carry really big consequences - it's my job to make sure that there is only a single way to understand instructions. Ultimately, this was done by getting rid of the X button completely.

In retrospect, this was a hilariously obvious design move: Not only did the X button rarely have a reason to be used, but the Z button could be used to simulate the same action (by pressing the same tile twice).

This just goes to show, it's very important to let other people test your game. Hopefully I will get better at this with experience, but I truly think that in this jam, had I not had a friend try out the game mid-development, I would've had no way to discover that the X button might be misinterpreted in the way that it was.

Regarding DOTTED LINES AND OTHER TILE INDICATORS

This was a point we had planned on addressing during the jam, but it got sidelined and we never got around to it.

Some of the spaceships are not standard tile-swapping puzzles, but rather there are a couple tiles with items, and you have to place the items in the correct places to fix the ship.

In order to show the player where each item has to go, we marked the places where things should go with some dotted lines or thin bordered versions of the objects that you have to move around.

Here is one example:

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And here is another:

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There are two main things which I think we could've done better:

In the first example, the dotted lines are very bright. It might not seem so on this post, but turns out that on some computer screens the dotted lines for the nose blend in very well with the spaceship's face, causing some players to completely miss out on the existence of the dotted lines.

In the second example, the red squiggles blend in even better with the color scheme of the real parts of the spaceship (which is already bad). But to make matters worse, the squiggles weren't dotted, which made some players not understand that the red squiggles were the target drawing, and not part of the drawing itself.

Of course, this is all made worse by the fact that these markings have an inconsistent style. The fact that sometimes we use bright green dotted lines and sometimes thin red non-dotted lines is a great recipe for confusion.

As I mentioned earlier, these were all things we originally planned on taking care of (we have alternate art ready for some of the spaceships that makes these things much clearer). They didn't end up in the game solely due to time constraints. Although I do admit, that if we knew ahead of time how much issue would end up affecting user experience, we might have made it a higher priority to fix.


Wrap Up and See Ya

I'm writing this blog post half because I wanted to share my thoughts, but also (and just as much) because I feel that rigorously analyzing a game's UX is the best way to practice UX design.

Whenever I play a game, or try out a new phone app, I try to pay attention to these little details, try to figure out what the UX designer was thinking behind the scenes to make the game/app work as well as it does, and try find things which I believe would improve the UX.

I completely mean it when I say that analyzing UX that was created is a great exercise (maybe even as good as actually building the UX) and so I encourage you to do the same - both to your games and to others' games.

Feel free to drop a comment telling me about what else we could've done better from a UX perspective, and/or just to tell us all your thoughts about UX design in general. I'd love to have any discussion on the topic :).

Until next time! :yum: :calendar:

Try out the timed RPG where enemies impede your menuing!

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For this year's jam, we decided to make our first turn based game! You only have 10 seconds to select your move, and your enemies will actively try to scramble your menu and get in the way to make things more difficult. Can you make good tactical decisions under pressure?

https://ldjam.com/events/ludum-dare/51/killing-time-the-dimensional-rpg

We'd love to hear any and all feedback, so please try it out!

The Ants need your help!

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The ants need more help! if you are up for a Real Time Strategy challenge, click the link below and let me know what you think:
https://ldjam.com/events/ludum-dare/51/antsantsants

TurnKee - Post Jam Update (Speedee Edition)

TurnKee - Post Jam Update:

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A new post Ludum Dare game jam version is now available called "Speedee Edition".

Introduced 3x turn duration modes...

Speedee mode - 2.5 second turns

Normee mode - 5 second turns

Jamee mode - 10 seconds turns (the original game jam turn length)

The main game music has been extended plus other minor tweaks.

You can download Speedee Edition (or the original Jamee Prototype) from https://studiokraze.itch.io/turnkee

Publish your Pandora score

Did you finished the game?

Let’s see who did it faster! 🚀

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

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DECAPHASE Multiplayer & Replays

I recently got game replays working in DECAPHASE. (to be released in an upcoming version) And am working on adding multiplayer. The initial idea is that each player would have a separate base and would both build turrets, and also units to send over. Factories would build units at a fixed rate. Then there would be upgrades for the unit speed and HP, as well as upgrades for the factories to build units faster. It would end up being a bit like a tower defense RTS. Let us know if you have any cool ideas for multiplayer!

Also We are 4 votes away from the minimum of 20! If you could check out the game and give us some feedback that would be awesome!!

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

Screenshot from an initial basic networked multiplayer test: Capture.PNG

We are gonna make it

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After this crazy few days we put our game from LDJAM 51 on Steam. We too all of your review and try to fix maximum and add contents. From week to week we will add more content. This is our dream game so we will not let it go. Hope you will like it. Available to wishlist -> https://store.steampowered.com/app/2160440/Oroboros/

We already have all ideas for the story, lore, combat system etc ... IT WILL BE CRAZY

Only 2 votes left! Come make a few pizzas

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I only need 2 new votes for my game! Come make a few pizzas in this frantic pizza making mess.
https://ldjam.com/events/ludum-dare/51/pizza-game

Please help us reach 20 ratings

Hello we need a few more ratings to be able to get a score.

Polyhedron is really quick to play and you can try it in the browser so don't hesitate (and it's pretty cool)

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

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Count Down Dracula: a fast paced top-down roguelike!

Count Dracula has awoken, and he’s very angry ! Use blood magic to destroy your enemies, but do it quickly, because it’s almost sunrise… Try the game here https://ldjam.com/events/ludum-dare/51/count-down-dracula

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4 votes needed!

Hey guys, check out our game "10 seconds hero" where you have to smash blocks while vibing to sick beats that change every 10 seconds. It's our first game made with UE5, so we appreciate any feedback:

https://ldjam.com/events/ludum-dare/51/10-seconds-hero

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