Ludum Dare 56 October 4–7, 2024

Hop Hop) Made it)

Just the post of excitement by participating in another LD :) Congratulations everyone!

Here’s our Hop Hop Don’t Stop) Can you beat 3rd lvl and don’t be eaten by an eagle?) 🐸 IMG_9614.jpeg

https://ldjam.com/events/ludum-dare/56/hop-hop-dont-stop

A rule discovery game about a machine ecosystem

A small atmospheric game about exploring a procedurally generated hostile ecosystem.

Takes from 5 to 20 minutes to beat. Hope you enjoy! :)

→ https://ldjam.com/events/ludum-dare/56/metal-antlers ←

8su0o5.png

PolyGone Update

Hello Ludum Dare! This is Now Loading from Heptagon Studio. After a long day of class, I am finally able to write up my update!

PolyGone is done! We are replacing the WebGL build with the Windows build due to the video not playing in web glbuild, but IT IS DONNNNNNEEEEE!!!

Play our game and observe the adventure of texture guy!

love, from love.png

We're screwed a little bit :(

Game designers had a lot of imagination for the game we maid, although we didn't make it in time :(

Pumpkin Defense 4!!!

67726.gif

City building/tower management game where you defend your pumpkin from the bugs!

:joystick: Try Here: https://ldjam.com/events/ludum-dare/56/pumpkin-defense-4 :joystick:

Ephyra - Post mortem

Overview

This was my seventh Ludum Dare and and our fifth as a team. I've never done a post-mortem before so I thought it was about time. We started with the goal of having something that could highlight my team mates illustration and animation and I'm really happy with how that aspect of the Jam came together. We had a good workflow and it felt like our years of experience was all coming together finally.

Tools

I didn't make a final decisions on tools until after we settled on a concept.

Dev/misc: HaxeFlixel, VSCode, GIMP (for minor spritesheet editing), ChipTune, Adobe Animate (for putting together a quick image for the credits screen) and this online sprite sheet generator. I haven't touched HaxeFlixel for a few years but it is feeling really solid. I was impressed with its functionality and it reminded me how much I like Haxe. Phaser is also looking very solid these days so I might give that a try next time around.

Art: Illustrator (for character design), AfterEffects (for animation), Procreate (for some additional assets).

Main character animation preview in After Effects:

ss-first-float.gif

Pre-Jam

Booked in time off work, set up a Git repo and itch.io place holder page and we put together a Bird day Productions splash screen.

Day 1:

I worked fairly solidly from about 8am - 11pm with a few breaks for short walks, etc. This day was focused on getting the character movement feeling good. I was torn between scaling the main character down for gameplay purposes or having it a bit bigger so the art could shine. We landed on making it a bit bigger.

My original idea for the game was to adapt a movement system I put together for an abandoned game some years ago (a two player game with owls in a Joust style duel). I really liked the elegance of this control system which allowed you to move about freely with just two buttons. Conceptually a little was lost with the move to underwater as the gliding functionality where you could hold down a key to open one wing and glide down to the ground didn't make as much sense underwater but I decided to run with it.

I thought about adding a timer to add some time pressure to the game, instead I landed on having an energy bar which chews energy when you tap the movement keys and is replenished by collecting food. When I played around with this it felt like it created an interesting dynamic.

I got a fairly solid night's sleep. I'm too old to be working till the break of dawn these days.

Snapshot below of the game after day 1.

ss-day1-small.png

Day 2:

  • Got the end of level portal and next level loading working.
  • Got foreground and background graphics working and final graphics imported into the 1st level.
  • Added spikes.
  • Put together a second level.
  • Put in some SFX.
  • Lots of polish, fine tuning, and tweaking.

I took a decent chunk off during the middle of the day and got some sunshine then worked till around 11pm and got another decent sleep. I felt energised and really positive about how the game was going.

Snapshot below after background GFX and spikes added.

spikes-ss-400.png

Day 3:

Reality set in. Lots of work to do and I started to feel physically and mentally exhausted with some aches and pains.

I had another solid day fleshing things out, lots of time spent on little details including an end of level screen and a credits screen. I fleshed out a couple more levels and integrated the graphics. I got the fish working and hurriedly put it in a few levels. It felt like the game needed some more thought on level design but my brain felt pretty fried at this point so I just kept moving onwards. I added a brief ending sequence.

I stayed up to about 11pm to put the final level graphics in and submit the game, I wanted to get everything finalised so I didn't have to worry about doing anything in the morning (Jam close was 8am my time).

As always the title screen was the last thing to get done.

TitleScreen-small.png

Reflections

I feel really happy overall with how everything came together and with the look and feel of the game. I would of liked to have more time to spend on level design and to have thought through the focus of the game a bit more.

It feels like it doesn't quite know what it is trying to be. The first level is easy but then the difficulty ramps up quickly.

We have lots of ideas for post jam. I want to focus on putting together some more deliberately designed and focused levels exploring different aspects of the possibility space. Some odd and diverse influences on the game that I could draw out include Joust, Exile (C64) - one of my all time favourite games and Rally X.

One idea I'd really like to play with is having water currents that boost your speed but are too strong to swim against. These could be fun and help build some interesting levels.

You're never going to achieve everything you dreamed in a jam game but I'm really happy and proud with what we managed to get done in 72 hours

Thanks to everyone who has played and commented and to my team mate for her amazing effort on the beautiful artwork. Also a big thanks to Mike for keeping the site going, after a few years in web dev I appreciate what an insane undertaking it is to keep this website up and running.

The full source code of Ephyra is available on GitLab.


Play Ephyra online


Clutching every jam

The constant theme with those jams is that no matter whether you chill during the whole process or made the game with coffee filled intencity - you will publish last minute. At least so in my experience

Does it happen to you too?
And at what point should I worry I have an addiction to risk and get as close to the deadline as possible? :laughing:

And here's our jam game !

We are quite happy with the result! And in 10+ years of making games, it's still the first this kind of game for me. Never published such a UI centric puzzle game.

ld-56-ldjam-thumbnail.png

Playing your LD games on stream

Time for my second favorite thing about LudumDare!

come suggest me your game to play:

https://www.twitch.tv/nopogo_tv

6th game since Ludum Dare 50

We just finished our 6th game since Ludum Dare 50. (We missed one unfortunately). Everytime it is incredibly fun and surprising what you can come up with in such a short time.

Congrats to everyone who finished a game (and almost finished a game)!

Bugs, slugs and racing, oh my! [WebGL + Mobile/Touch Screen friendly]

Sabotage.png

This time around we wanted to create something that none of our team had attempted before. One of the reason for leaning in certain directions when we make a plan is to try and ensure there's enough a) fun stuff to work on and b) new stuff to learn and struggle on.

We got a lot of both a and b this jam.

Come and play as Rustle in our first ever in-person game jam as a team (6th jam though!) where you must earn your freedom as a card playing and racing strategy beetle - Deck Derby: Sluglord's Speedway!

https://ldjam.com/events/ludum-dare/56/deck-derby-sluglords-speedway

Titleimage.png

I added cool gif.

SDSD.gif

My friend said the game is fun.

https://ldjam.com/events/ludum-dare/56/cat-and-box

Unleash Your Inner Mad Scientist in Monkepok!

2024-10-08 09-21-37.gif

Tired of playing by the rules? It’s time to go full mad scientist! In Monkepok, you’ll create terrifying, powerful creatures by fusing and experimenting with wild specimens in your secret lab. Splice together their stats, unleash your monstrous army, and crush anyone who dares to challenge your twisted genius. 💥🔬

Start with 3 creatures, evolve them into unstoppable powerhouses, and defend your research against enemies who want to steal your genius creations! Are you ready to prove who’s the true mastermind? 🧬⚔️

🧠 Play Monkepok now—where tiny monsters pack a punch!

https://ldjam.com/events/ludum-dare/56/monkepok

The Pasture – Play & Rate!

920x600_Logo.png

Hey guys!

This is our tenth entry for Ludum Dare and we made a game about tiny creatures – bunnies! :smile:

We would really appreciate it, if you take your time and test the game, leave a comment and maybe some rating. And don’t forget to read the tutorial! smile

And feel free to drop your game link in the comment section below, I will have a look at it and, of course, comment and rate as well!

Play & rate our game: https://ldjam.com/events/ludum-dare/56/the-pasture

Best regards @nivbeth, @fis & @johncoffee

No, my creatures!

In this bullethell you need to rescue your tiny creatures which have been captured and bein kept in different portals.

You want to be super fast? You can! Dashman joined the fight. LD56-Dashman-Dashman-Promo.gif

Get some justice and use the Power Ranger skin. LD56-PowerRanger-Promo.gif

Problem surviving? No worries, the tank skin got you covered! LD56-Tank-Promo.gif

Look even Vegeta joined in. LD56-Vegeta-Punch-Promo.gif

Now go and rescue the tiny creatures!

Rate: https://ldjam.com/events/ludum-dare/56/no-my-creatures

Play: https://rhewid.itch.io/no-my-creatures