Ludum Dare 56 October 4–7, 2024

Might be better to just cancel this whole top 15 thing indefinetly.

The vast majority of them have been plagued with delays and issues. They’ve only served to make everyone bitter while waiting.

Maybe stop promising them to us, and then, once you’ve figured something out and are able to make sure they are going to go live on time, try them again.

Thank you and good luck !!!

Hoping everyone had their fun ! It was an awesome experience, and I believe everyone felt that way ! :fire:

I have uploaded an updated version of Get in ma Blunderbus!

Check it out to experience the unsurpassed joy of a sensible UI, less floaty physics, jump buffering and coyote time, and a special secret:

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Hold down the backslash and press "o" to toggle from the 8-color Rainboy palette to the 40-ish-color Rainbow Rose palette! Not yet available on all screens.

Shoutout to @wraithind for the spooders pausing in their mad rush from point A to point B, and the aforementioned coyote time.

My Keyboard is Full of Ants postmortem --- and a special announcement!

First, a quick aside because I'm really excited to share...

I'm making a real game!

It's called Moonsigil Atlas, and it's a deckbuilding roguelike with a geometry-based resource system. There's no conventional mana or action limit - your only restriction is piecing together the shapes of your cards in the space you have.

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If this looks a little familiar, it might be because it's based on the main mechanic of my LD52 game, Fallowtide, but more in the direction of a traditional roguelike deckbuilding game like Slay the Spire. I've been developing the full version with @daniel-alhadeff for the last several months and we're really excited to start sharing it with people!

There's no Steam page up yet, but if you want to stay in the loop for the development, release, and potential demos or playtesting opportunities, please join the Discord server by clicking the banner!

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Onto the postmortem!

The postmortem

This year, my LD entry was My Keyboard is Full of Ants!, a game about your keyboard being full of ants.

Choosing an idea

In a couple past events, I've considered making games where the location of keys on a keyboard has gameplay relevance. This is partly because I think it's a fun design space, and perhaps partly because my first ever Ludum Dare game tried this but was not fun at all, so it's an opportunity to take a second crack at it.

"Tiny Creatures" turned out to be a great theme for a keyboard-based game, because you can contextualize it to the player's real-life keyboard, which could have tiny creatures living in it! The concept of ants living in your keyboard and typing in order to smoosh them struck me as more funny and appealing than it ought to be, so I ran with it and used it to inform the specific mechanics and other design decisions.

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The good

Several things went well this game:

  • The graphics: I went a fairly safe direction with the visuals, but everything came together into a clean whole, and I'm happy with the consistency and clarity of the final product.
  • The bugs: There are tons of bugs in the final game, but they are (almost) all intentional. There was no huge technical hurdle or major bug that took up a lot of time, unlike last event where I spent a lot of time figuring out hosting.
  • The web build: I continue to get much more traffic to my LD games on Itch with a web build. Even though it's a little bit sketchy to do with Python/PyGame, it's proven to be worth the effort every event I've done it. For a little while, I was in the top ~30 games on Itch with the Ludum Dare 56 tag, which would be way harder with a download-only game!
  • That one super obscure joke absolutely nobody saw but I'm way too proud of: The soundtrack has the word "ANTS" spoken a couple times, but I also included a "karaoke version" in the build files that is identical without the word "ANTS." Worth it? Absolutely.

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The bad

  • The secondary game loop: I think I spent a bit too long fleshing out the core mechanics and adding enemies and power-ups that the game's high-level structure suffered. The game is level-based, with a fixed ending, and it's not possible to lose --- you just get a better or worse score based on how efficiently you squash ants and apply multipliers. I think this is a less compelling way to play than, for instance, a wave-based game where your goal is to survive as long as possible, even for people who care about high-scores. However, in the time I had, it seemed like the best way to get the average player to see most of the game's content without extensive balancing.
  • The humor: It wasn't bad per se, but I think I could have leaned further into the game's absurd premise and found more areas to inject jokes and comedy (I think I did this better in LD53). As it stands, I think the game sits in the middle of the road in a lot of respects, including humor, without excelling at any one thing, and humor would have been a good opportunity to take to the next level.
  • The play-and-rate: I've had an extremely busy few weeks, especially with the development of Moonsigil Atlas, and have not been able to play and rate nearly as many games as I'd like. That unfortunately means there's no fan art compilation this time around, although I did draw a couple quick sketches for some games you may find floating around!

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Takeaways

  • Be deliberate about your game's identity. I think I found an appealing and consistent visual direction, but failed to make strong decisions on more fundamental parts of the game. Is it trying to be an arcade-style high-score game? Is it trying to appeal primarily through humor? Are they supposed to be pharaoh ants or grease ants? On game-jam timelines, you usually want to do one thing really well and use the other parts of the game to support it; but I never quite figured out what I wanted this game to do best.
  • Take the time to make systems extensible, when it's worth it. I very early on made the system for text effects when you smoosh an ant, then used that constantly for bonus points, multipliers, and special ant effects. This saved me a bunch of time and also made the game more usable and legible for the player when a lot of things are happening. You do need to be careful about this on game jam timelines though --- sometimes it makes more sense to do the hacky solution in 20 minutes instead of the clean one in 2 hours, especially on the last day!
  • Brass instruments are hard to play. Every time you beat a level, you get to hear my very underwhelming bugle playing. I'm thinking I should stick to piano.

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The Results

This game did wildly better in results than I expected!

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Thanks so much to everyone who played the game during the rating period. Ludum Dare has been an amazing experience over the 7 years I've participated, and while results are far from the most important part, it's extremely heartwarming and validating to get positive feedback because it means people actually enjoy the games you make.

Interestingly, I expected Graphics to be a strong point and Humor to be more of a point for improvement --- I think the results just go to show that a) sometimes you're not always able to view your game from an outside perspective, which is why playtesting is so important and b) there's enough randomness in LD results, especially in the top ranks, that the specific numbers don't matter as much as high-level trends over multiple events.

Congrats to everybody else who participated, and especially those who made it into the top 15 --- every game ranked that high is fantastic and just as easily could have taken the top spot, and I wish I had the time to play all of them. (If you haven't played Prince Charmony yet and like puzzle platformers, play it now!)

Thanks for making it all the way to the end, and here's to an even better LD57 next year!

The Best of Ludum Dare in my own ranking :)

The best of all the games I played on my stream at https://www.twitch.tv/xpmonsterx (72 of them) :smiley:

While not all games got a place, I have to say that I did loved every single one! :heart:

You're all amazing, keep creating amazing games and I can't wait to see what you'll make in the future :sparkles:

Not official Ludum Dare ranking!

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The Best of The Best :trophy:

Among The Deep

@langotriel


Runner-up: Fear of the Ungnome & Ponding Experience

The Best of Compo :muscle:

Tiny Checkers

@thyoi


Runner-up: Moldable Monster of Mine

The Best of Heart :heart:

Tiny H.O.C.'s Pro Creator

@peter-dam


Runner-up: Critter Conflict

"Best of Heart" meaning my personal favorite, all objective points aside

The Best of Graphical Design :paintbrush:

  1. Fear of the Ungnome
  2. Animal Golfing
  3. Chumini: Tiny Army
  4. Waddle
  5. Bento Bugs
  6. Echo Echo
  7. Sammich
  8. Mystic Mites

The Best of Sound Design :loud_sound:

  1. Among The Deep
  2. Ponding Experience
  3. One Million Microscopic Kittens!
  4. Critter Conflict
  5. Fear of the Ungnome
  6. Tiny H.O.C.'s Pro Creator
  7. BomBom Wash
  8. Blob, to the Top!

The Best of Original Soundtrack :musical_score:

  1. Cyber Critter
  2. Planet Maxim
  3. Critter Conflict
  4. Sammich
  5. Neckmeat's Tiny Adventure
  6. Small Problems to Grapple With
  7. Among The Deep
  8. Snake Rolls

Might be a bit incorrect as with some games I couldn't confirm that it was original

The Best of Fun Factor :video_game:

  1. Mooovement Game
  2. Bento Bugs
  3. Critter Conflict
  4. Tiny H.O.C.'s Pro Creator
  5. Grablin Battle Festival
  6. Tiny Checkers
  7. Slime King
  8. MonkePok

The Best of Immersion :earth_americas:

  1. Among The Deep
  2. Fear of the Ungnome
  3. Tiny Creatures - Lost Kittens
  4. Poppet
  5. Ponding Experience
  6. One Million Microscopic Kittens!
  7. The Blueberries Dawn
  8. The Fleshfather

The Best of Level Design :city_sunset:

  1. Waddle
  2. Animal Golfing
  3. Mooovement Game
  4. Swamp Axe
  5. Blob, to the Top!
  6. My Tiny Friend and I went on a Puzzle Adventure in the Forest...
  7. Dino Island Safari
  8. Oddball Assembly

The Best of Narrative Design :books:

  1. Ponding Experience
  2. Among the Deep
  3. Critter Conflict
  4. Detective Roach
  5. Ego
  6. Those Who Die as Cattle
  7. My Tiny Friend and I went on a Puzzle Adventure in the Forest...
  8. The Fleshfather

The Best of Game Design :game_die:

  1. Moldable Monster of Mine
  2. Tiny Checkers
  3. Tiny Push, Big Nap
  4. Inside Creatures Out: What is your gaming MBTI?
  5. Flea Circus
  6. Rattalion
  7. Cyber Critter
  8. Critter Cannon

That's it!

P.S. If you want to see the final version of my game, Sea Beckons, consider following on https://empyreans.itch.io/sea-beckons

Farewell till next Ludum Dare!

~ Best wishes,

XpMonster

well...

Atleast the audio was tolerable...

(psst! since people like my music and VA... you can check the music out... here)

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The result

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Well, it's a pretty average result, but I think it's alright for a first attempt right...? I just hope this serves as a good confidence boost after the commercial failure of our first game.

Thank you :D

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...I am in shock. I actually don't know what to say.

I felt that I had struck a good balance between content and polish this time really early but to see numbers this good... I didn't expect it.

I'm especially happy with my graphics score, the visual aspect of game making has been my weak point for so long and to receive the highest rating I've ever gotten in any Ludum Dare in that category shows me that maybe I am making progress. It's just a nice little extra motivation for next time.

Thank you all for playing, voting and being cool people. I'll write up a detailed proper post mortem in the following days. It's gonna be epic and lit.

WE DID IT

Super happy wih the placement! With this being my 3rd ludum dare it feels like my team and I have grown significantly from from our first game being 324th overall to now being 56th overall in this jam! We really appreciate all the positive feedback and all the people who rated our game it means alot! <3

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How'd a bite-sized RPG fare?

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Well, as it turns out, not as hot as I expected. In terms of scores, Lily Adventuresses! Episode 2 Prologue did a bit worse than my previous LD game, Project Missionary. Well, this has something to do with the story and overall length. Project Missionary has a pretty much complete story (spanning around an hour at most), while Lily Adventuresses! Episode 2 Prologue is, yeah, just a prologue to a much lengthier game.

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But in terms of rankings, this had performed a bit better, so at least there's an improvement, perhaps?

Regardless, I really love the comments left on my game, which all have something to do with the old-school RPG feel. Well, what else do you expect from me using one of the oldest RPG Makers in existence?

Going forward, I'll definitely continue working on the entirety of Lily Adventuresses! Episode 2. Chapter 1 will be made for the upcoming GameJamPlus 2024/25, which will happen next month, while I'll continue working on the rest next year.

Results: (I wish we could see a charted curve of the actual ratings)

I wish we could see the curves of the results.

The strong majority of comments on this one were radically positive, far more so than on my previous jam which scored quite decently, making me assume they were ratings 4-5 on multiple categories(which would have been exceptionally more than I would have expected on this design). The results were casually 2.5-3 (with the exception of the Mood category, which scored well).

This telegraphs, either, that those radical positive comments were overemphasizing the actual ratings they were giving, or that there exists some relevant number of heavily negative ratings to balance it out. A charted curve would answer this.

For reference, I find the final ratings to be relatively where I may have placed it myself, with some minor exception of perhaps a difference of 0.5-1 point in a given category, so I'm of course not complaining, but I'd find it really interesting to know if this was a Bell Curve result, or if the perception was much more controversial and it was actually a Reverse Bell Curve. The comments potentially statistically telegraph the latter.

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thank you!

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I'm very happy my game Gunpoint Sojourners got 13th in mood. I wasn't very sure I'd get any good marks because the theme is heavy and can be understood as polemical so thank you so much for all of you that played and rated the game, it means a lot.

Not bad for a first time?

maybe.. изображениеem2024-10-27/em031931262.png

We put the jam theme very much on the back burner and worked on the world and graphics more than anything else. Those are the categories that got the highest marks %)

If we had left the humor category, it would very likely be the worst, since there are no jokes in the game at all. It seems to be difficult to put humor in such a lore so that the game does not lose quality.

This time we worked out the graphics rendering "128 frames per 360 degrees". It's quite labor-intensive, especially if you don't write a special script for Blender. Next time we will put more emphasis on covering the theme and “stickiness” of the game. It seems story games aren't really suited for the jam format. Also we already have a small lore, which in theory can be adapted to any theme, and therefore some meta-narrative can be written into the game

Thank you very much for your evaluations and feedback! изображениеem2024-10-27/em032754157.png

Top 100, let's go!

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My previous Ludum Dare (LD54) was my best performance since LD44, and I've now gone and eclipsed that. I have my best ever rankings in the Fun, Graphics, and Audio categories, and only my second ever top 100 placement. That's tempered by the fact that there seem to be fewer entrants this time round, but my scores are also among the best I've ever gotten - this is only the third time in 14 Ludum Dares that I haven't scored below 3 in any category.

I'd like to say a massive thank you to everyone who played Color Critters and gave it such wonderful ratings and reviews. I've already started working on the expanded post-jam version, with far more levels and features, and while I don't have enough to show off quite yet, I should have some updates soon on my Bluesky profile.

Well done to everyone else who finished the jam! Hope to see you all again in April for the next one!

Not a bad debut.

I'll take it. This was my first game jam of any kind ever, and I thought I had 3 days but found out on the first day that I only had 2. Also I had been thinking of one kind of game in the days leading up to 56, and then just... sat down and made a different kind of game. I do not understand why. Anyway, lessons learned. I'll do better next time.

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LET'S GOOOO!

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Thanks everyone! つ ◕_◕ ༽つ

Honestly pretty disappointed, where did i go wrong?

Results are in and I honestly thought we would get slightly higher then where we landed, almost everything is significantly worse than my last jam about 6 years ago. I wasn't expecting top 10, but i thought we would land a bit higher than were we did.

My main goal was to try and beat my previous graphics score of 186th and this time i landed at 304th. I'm not sure what i did wrong, I honestly felt like I had improved the graphics from my last game jam, maybe I've just got rose tinted glasses on.

Would love to hear peoples opinions on what I could have done differently (mainly on the art side).

Here's the game if anyone is curious:

https://ldjam.com/events/ludum-dare/56/whisker-warrior

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