Ludum Dare 52 January 6–9, 2023

Harvest is Coming -- adventure game with 3 endings

Will you save your ill son? -- Play our adventure game and find out!

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Harvest is Coming and you need to stay strong. Chop wood, get fish in the pond and prepare meals for you and your family. But beware -- the harvest is coming and your son needs some comforting. Speak with him -- perhaps you will make him better?

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Play Harvest is Coming now!

Quick note: Controls in the game are a bit clunky, so please read the instruction on the game page. Also, sometimes there are problems with the dialogue UI -- try to play the web version of the game, it should work the best. :)

Streaming, playing and rating your games. Suggest your title!

Hey! I'm gonna stream a little of playing LDJ games in one hour approximately (around 16:30 EEST) If you want to suggest a game, please do it here below. Please leave the link for the submission at LDJ website. And the game should bee playable from the browser, otherwise I can't promise to play it. Thanks!

https://www.twitch.tv/leokrechmer/

PS I have a cat but no guarantees if he will participate. He is a cat.

Mobile games?

Did anyone make any mobile games (or html5 that would work on an Android)? Back in the office and looking for things to play and rate at lunchtime.

Best score : 82s and only one chicken dead

We have a winner here!

i-qlolp-i did this: Captureemdecran/em2023-01-11_195306.png

Can you beat him?

Download my game and play and vote here: https://ldjam.com/events/ludum-dare/52/the-gluten-farm

You have now 2 options: - setup (no extra files installed!) - direct download of an archive, just run LD52.exe

Controls :

🚜 Space to play 🚜 Arrows keys to move the combine harvester

Harvest the weat to produce more gluten for humanity. Avoid 🐔 ckickens and bundles. Harvest 100% of the field to win.

🐔 TW: Jump scare and exploding chickens!

Teaser: https://www.youtube.com/watch?v=OMxlzc14NeM

<3

OVER 50 RAITINGS! & NEW UPDATE [The Pets Over The Innsmouth]

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Thank you so much for rating our game over 50. We will improve our game more than before!

Soooooo~

NEW UPDATE IS READY!

Version 1.03 * Fixed an issue where animations did not synchronize when C slept and woke up. * Modified the range of motion * Fixed the issue of interacting in the air after fear when hunger or thirst is below a certain level. * Fixed an issue where only one C entered the tent, and the number of Cs in the tent was not initialized during the day. * Fixed an issue that C interacts at night on the way to the tent, but C does not disappear. * Fixed an issue that if you step on C near C while sleeping motion comes out and kill it, it only moves and the sound and animation are not played. * Now you can harvest souls only when you step on the c and kill it (the animation will be added later. Don't be surprised if the C disappears all of a sudden!) * Now, when two Cs fall asleep in the same tent, four Cs come out!

Come to our page and enjoy a more pleasant gameplay!

Cheers!


The Pets Over The Innsmouth

You wanna play this GAME? Come this page! and give some vote for us!

Pseudo-Harvest ■ If it wasn't a bumper harvest, PRETEND it as one

PLAY PSEUDO-HARVEST HERE

As a poor farmer in A TOTALISM COUNTRY

Here is a TOUGH PROBLEM

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On the left, it is your ACTUAL harvest.

On the right, it is your production quota scheduled by National Agricultural Production Department, it's your MISSION.


To survive, what you have to do is to fake it up! deceive the eyes of The Big Brother!

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PLAY PSEUDO-HARVEST ! Bring us a bump harvest!

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Don't fear playing 'bad' games

There is so many games that nearly no one plays, and it making me so sad. It is all of us responsibility to play the games we made for this LD. Don't fear playing games that perhaps are looking and sound bad.

If you made a game you might think is bad, then don't letting this stop you playing, rating and giving feedback to other people games. Yes, they will most likely also play your game, but you will probably be surprised how forgiven and friendly the LD community is to 'bad' games.

All of you streamers and Youtubers can also help the shy game developers to getting their game played. It is easy to aske people if they want you to play their games, but with this system you all end up playing the same games, that already gets way too much awareness, and you removing it from the games that really needs attention.

You can find the games I talk about here https://ldjam.com/events/ludum-dare/52/games/danger/all

Help Robotnik get his first award!

Try out our game about ... Harvesting the shrums, and win the "Employee of the Month" award together with Robotnik.

Now it comes with ingame manual :)

https://ldjam.com/events/ludum-dare/52/robotnik

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Prototype's first steps

Just found these pictures on my phone from the first time testing the game's core ideas, thought some people might find them funny :laughing: WhatsApp Image 2023-01-17 at 20.12.47(1).jpeg

WhatsApp Image 2023-01-17 at 20.12.47.jpeg The game: https://ldjam.com/events/ludum-dare/52/king-of-veggies

Chloroblast OST now available!

Hello!

This is just a short post to let everyone know that I released the full OST for Chloroblast a few days ago on my Youtube channel!

For those not aware, Chloroblast is a game that I co-developed with my good friend Phibian for Ludum Dare 52! It's a mixture of Tower Defense and PvZ's Zen Garden, and we had a lot of fun making it.

I hope you enjoyed the game, and I hope you enjoy being able to listen to the music as well! Please consider subscribing if you like my music- I'll certainly be posting more in the future! Thanks!!

https://youtu.be/z7MpzqF4RzA

Moonlight – Play & Rate!

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This is our seventh Ludum Dare and we made a Hack’n’slay planting simulator game where you play “Loomie the Lightbringer”, a blessed creature with the power of the moonlight.

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!

And thanks to everyone who already tested it. We really appreciate your feedback! :heart:

Play & rate our game: https://ldjam.com/events/ludum-dare/52/ld52-moonlight

Best regards @nivbeth, @fis & @fluffymadness

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Thank you for playing and rating ❤

...and I still have a lot of games bookmarked that I really need to play.

In case someone wants to - filter LD games by full-text search - and display an available GIF as Thumbnail

:point_right: You can check out my little helper https://ldjam-tools.live/

Source: https://github.com/themelektaus/ludumdare-tools

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Screenshots, Screenshots, Screenshots!

Development is almost complete! Thank you all for your patience (and thank god for the extra category haha). I should have the game finished by tonight if all goes well! I would also like to announce the official title of the game.

Stalk: Blood Harvest, A wave based First Person Shooter about defending the last patch of crops from destruction by a horde of zombies!

Here are some screenshots I just took, and I have to say that they look incredible. Firstpersontest Screenshot 2023.01.17 - 13.13.32.20 (Large).pngFirstpersontest Screenshot 2023.01.17 - 13.13.41.06 (Large).pngFirstpersontest Screenshot 2023.01.17 - 13.13.59.95 (Large).pngFirstpersontest Screenshot 2023.01.17 - 13.15.21.32 (Large).png I'm so glad to be so close to finishing development on this game, It's my first time making a game in UE5 and the first game jam I've entered in a while. This was a TON of fun and I want to thank Ludum Dare for putting on a fantastic Jam.

It Was All For The Tuna - Post-Mortem #3 - Audio!

Hi everyone, we’re Cosmic Adventure Squad and we’ve been doing game jams for over 10 years! You may have seen or played some of our previous games such as Deepest Sword and Game Name. We’ve been asked by a few people to share some of our processes and thoughts for how we made It Was All For The Tuna, our LD52 entry.

It Was All For The Tuna is a chill fishing game where you play as Toro the cat and you’re tasked with catching Tuna to feed the citizens of NekoTuna.

Play the game here: https://ldjam.com/events/ludum-dare/52/it-was-all-for-the-tuna

This is part 3 of a 3-part post-mortem taking a look at how we approached developing the game. In this part I'll be discussing the Audio and Audio System in the game!

Part 1 | Part 2 | Part 3


Audio

https://www.youtube.com/watch?v=3XzqEv9vpao The song is hosted on SoundCloud with free download as well

Brainstorming and Inspiration

We spent the first evening doing idea brainstorms , and one of the concepts that stuck was a fishing game where you'd compete against other fishers and upgrades would affect pollution in the world. This lent itself to a really interesting idea for me - what if the song could seamlessly shift into a "corrupted" version of the main theme?

Usually, I compose music after we’ve come up with more concept art and even some gameplay, so it’s heavily inspired by visuals and gameplay. I usually try make the music fit to the existing visuals+gameplay, but this time I wanted to try to do the reverse and come up with music early enough to help inspire visuals+gameplay instead. By the end of day 1, I’d come up with the music sketch for the main theme, and added in a makeshift waves track to complete the feeling for the main part of the game.

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I loved games like Skies of Arcadia where the world theme would seamlessly add in layers to its overworld music as you approached certain towns to add a cultural flavor to the airspace. In modern games, I've seen this come up in Age of Empires IV where choosing a civilization in the lobby would add in unique layers that flavor the main theme. In older games like Megaman X, an intro riff of a song would play once you enter a stage and then loop after that point. In Octopath Traveler, the pre-boss-battle music is crafted to loop until the player gets past the dialogue then triggers a transition piece into the main boss battle loop, and it's amazing.

https://youtu.be/b7Zc3f8cPnU?t=284

(at 4m41s he discusses how the transition occurs, or 7:20 if you wanna just hear it work, but definitely pan around if you haven't played!)

I figured I could take from each of these pieces of inspiration and craft a song where a melody or harmony could open the path to transitioning the background music to different chord progressions and eventually swap out the melody altogether! It'd be like a Ship of Theseus in music form! This needed a much more custom audio system using Unity’s Mixer and using much different approaches to audio than we’d done in the past.

Audio System

I had these goals for the audio system: - Crossfading tracks and gradual volume control - Ability to have “Layered Music” objects - multi-track songs with controllable volume-mixing through script. - Queueing tracks that would start when the previous song ends (ex: could use it to create an “intro” section that only plays once then a main loop, or to queue a new song that plays once the previous one has ended). In the best case, we could have a live playlist system.

I was able to finish implementing the audio system (enough to use the minimal features of it!): - Tracks and volumes ease in - We had up to 4 simultaneous tracks playing at once: the main piano theme, 2 harmony layers, and the ambient waves layer, and they were controlled through script: as you upgrade your boat, different layers fade in. As a nod to the pollution / “getting away from nature” idea, the waves track is actually loudest when you first start the game but gets quieter as you upgrade the boat! It’s probably an often-missed detail and I blame a certain bug for it :expressionless: , but it’s there! fl-layers.png - We didn’t really get to use the queue-track feature; I wanted to use it for the “corruption” mechanic or seamless transition between ending/restart, but ran out of time to craft the song for it.

Scoping

Saturday was a friend’s wedding, so I went. To try to make up for the time, I drank coffee throughout the entire reception (5 cups!). When I got home, I stayed up the whole night and got my first pass through the audio system LOL.

The pollution idea went out of scope, so I ended up using one of the music sketches for reharmonizing the main theme into corruption as the ending theme.

Implementing and bugfixing the audio system took up a lot of my time, so the main music theme is almost exactly the original sketch. It’s still cute and relaxing, but it’s definitely a bit rough! I had a variation/”bridge” part I’d sketched out (so maybe it’d have more of an AAB or AABB loop then the AA loop it has right now - that is, if you feel like there isn't enough variation, that's because I didn't get to create/add it in time!) 😓

I barely had time to make SFX. At one point I made fft! sounds into the mic and that became the fishing rod throw. Now you can’t unhear it!

The cutscene dialogue text is generated from https://acedio.github.io/animalese.js/ - pretty handy tool :)

Audio Balancing Issues

Some of the big things that haunts me in this project are the audio balancing issues. I created the audio tracks assuming they'd be at a certain volume, but 2 main things threw everything out of whack:

  • NORMALIZED AUDIO - This is an option that we've almost always turned on in prior projects. It adjusts your audio according to the peak volume of the audio file ~~so that it's on a similar loudness to the other audio~~. For sound effects (especially when exported or generated from different tools/sources), it's great. When you have a music track that's supposed to be quiet... it overturns the intended balance and makes it extremely loud. If you feel like the chiptune tracks in the Jam version were loud... they are, and it's not intended :weary: insp-audio-normalization.png
  • Unity WebGL Volume - For some reason it feels like the WebGL build's volume came out way louder than the builds we were testing with offline. It had me playing around 5-10% on volume in web when I'd be playing at 90% volume offline. Hopefully we'll figure out what's behind this or a workaround by next time.

Overall

I'm pretty happy with what we came out with! I’m proud of how the game looks and plays (seriously, a fishing mechanic that isn’t a quick time event!), and I think we managed to hit the relaxing feel we were going for!

For me with audio, I feel like there definitely could have been more polish from the asset/musical standpoint (I created a system that lets me do what I want, but I didn't create the content for it! oops! :sweat_smile: that's scoping for you) but I’m pretty hyped about the audio system that came out of it! With the things I learned from implementing it this time, we can do almost all the functionality I've wanted to have for a long time with our games :grin:

Reviewed by the Museum of Modern Art

As some may know, I emailed the Museum of Modern Art about preserving my Opus, The Ballad of Eric Hernandez, Cattle Rancher. While we determined the game to be too boundary pushing and genre defining to be included in the fairly conservative museum, a member of their staff was given the pleasure of reviewing the game. Play it if you haven't, there isn't much time.Screenshot_20230117-172412-098.png

Devlog on my LD 52 entry.

I have uploaded a very short devlog video on my LD 52 entry. I quickly went over the development process of making a FPS game for this LD which by the way I have yet to play another FPS game on this game jam.


https://www.youtube.com/watch?v=VMlerrEn2Yk


Here is my submission in case you want to try it out.

https://ldjam.com/events/ludum-dare/52/samhain

Thanks for reading :)

The Harvest of the Corn Children -- postmortem

https://ldjam.com/events/ludum-dare/52/the-harvest-of-the-corn-children

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What went well: * engine * graphics * music * theme design * grid view * tiles * player animations * tile animations * run implementation * jump implementation * axe attack implementation * collectable items implementation * collision detection implementation * enemy kill animations * player kill animations * splashscreen implementation * lemmings style enemy creation * level design * balancing of the jump difficulty * balancing of the attack difficulty * blood graphics * animation timings * spinner animation for wait times * time schedule * sleep * bugfixing after the deadline

What went badly: * player controls -- player snapping to grid was not liked by community * graphics deployment -- we couldn't use all graphics because bitmap size was changing * hud -- release version had part of hud non-working * hitboxes -- we found on streaming the game that hitboxes are broken * syna engine -- we found at last minute that emscripten has better solution in the pipeline, so we stopped syna development and went with regular mp3 playing * memory leaks -- we found out that 10 minutes of playing would crash the game for OOM * very buggy gamestate -- we get complaints about buggy gamestate * scaling the engine display -- tile animations are almost invisible because of scaling * scrolling -- scene scroller can't always decide which direction to scroll

Game Changes and problems with SQLlite Godot

I just made some minor modifications to my game, including the addition of a game over screen and small animations. The game looks a bit polished for a game jam, at least. One thing I wanted to add was a SQLite database for high score tracking. It works flawlessly on my desktop (Windows), but the web version doesn't seem to support writing to the SQLite database. I believe this is due to the lack of write permissions on the itch.io server, which is causing it to not find the database.

Has anyone else used Godot with a SQLite database for the web version of their games?

thanx

Micromanage Your Kingdom to Prosperity - Play and Rate

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Micromanage resources and supply chains to grow and prosper your kingdom.

As the esteemed ruler of this county, it is your duty to optimize and manage the resources of your kingdom through the clever construction and management of supply chains. In this farming strategy game, you will be tasked with the responsibility of building structures that increase food production and support your population, while carefully managing the pathways and logistics that connect them. The key to success lies in your ability to make wise financial decisions that will ensure the growth and prosperity of your kingdom. It is essential that you manage food production, storage, and distribution effectively to ensure that your subjects are well-fed and satisfied. Additionally, you must balance the costs of construction, maintenance, and supply chains with the benefits they bring to your kingdom.

Can you, through your shrewdness and wisdom, lead your kingdom to greatness through smart construction, resource management, and efficient supply chains management?

PLAY ON WEB!

https://ldjam.com/events/ludum-dare/52/yes-my-lord/