Ludum Dare 52 January 6–9, 2023

Congratulations everyone! The chefs proud of you! Also confused...

First of all thank you to everyone who played and rated my game! Also congratulations to everyone who participated and you all deserve a chefs kiss! MUAH

That being said, im a bit confused... Is there still a point in rating games? Will my 20th vote count for something now that the "ratings" are over?

And also if there is a point to it, ill have a bit of free time tomorrow before the "Top 15 results" so post your games here!

If not, please tell me because im super confused! :P

Thank you for playing!

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Thank you to everyone that played Bean Farmer Extreme 2. This was my first Ludum Dare, and the first time I've worn this many hats. Craig also did a fantastic job with the music and talking shop. The game wouldn't exist at all without their help.

This was mainly an exercise in project scope. I've been in plenty of projects now where we completely overscoped, which lead to crunch time, misdirection, lot of unneeded stress, etc. This game might be simple (less than a few minutes of gameplay). But you know what? It's complete, and I'm pretty happy about that. I've never done that before.

I'm slowly working on a post-jam version based on the feedback we received. Not quite sure where I want to take things yet but I will post upcoming stuff on bird app, if interested.

Here are some fun facts about the project:

  • This was about 20~ hours of work over three days.

  • Technically there is controller support, but the bindings are a bit messed up.

  • CAW CAW CAW CAW CAW CAW CAW CAW.

  • You can press one of the function keys mid-game to get a secret player skin.

  • In the jam version, the crow upgrade was added because I have contempt for the audience. But also, it multiplies your score 1.5x. :^)

  • I will never explain where the first game is.

  • CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW CAW.

Thank You to Everyone Who Played 'Powered Plants' and Good Luck on the Ratings!

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The rating period is now over and results will be revealed tomorrow, this event has been very exciting and I only wish I was able to vote on more people's games.

That being said, thank you to the people who did vote and leave feedback on Powered Plants! It was very fun to make and I am proud of what I managed to pull off in just the span of a few days, even with it's flaws. I do intend to update my game soon with better balancing and some other new tweaks. :smile:

I'm definitely looking forward to future Ludum Dare events and good day to everyone!

Oops...

So thanks to a lethal combination of procrastination, having too much on my plate, not receiving many comments, and forgetting the exact rules of the jam, I might not be getting a rating this time round...

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Ah well, I'll learn for next time. Thanks anyway to everyone who rated my game, and good luck!

Moon Harvest - post-jam updates

Now that the jam is over I've uploaded an updated version of my NES/Famicom game, Moon Harvest.

I've added a bit of the stuff that was originally planned for the game, mainly the fuel mechanic for the jetpack. Tried making the placeholder art less placeholderish as well (but it's still programmer's art 😅)

| moon-harvestem000.png | moon-harvest/em001.png | | - | - | | Map | Shop|

| moon-harvestem002.png | moon-harvest/em003.png | | - | - | | Refinery | Cave |

Play Moon Harvest

Thanks for playing Nesting!!

I'm thrilled to see that Nesting received a total of 107.75 ratings, and really I can't thank enough everyone who tried the game and left feedback. This was my first ever jam and to see the positive reception is absolutely heartwarming.

This was also my first serious attempt at a Pico8 game, and while looking at the code editor in Pico8 for a long time starts to feel like staring at CRT static, the sprite, map, and audio editors were an absolute joy to work with and the only way I was able to complete what I did with Nesting within 48 hours. I wanted to create just enough to get a full feel of the mechanics. So two tutorial levels, one more dangerous level, and then one "flight playground" sort of level before arriving at the end screen area. Seeing everyone's screenshots of how many twigs they'd collected next to their next was so much fun.

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I saw quite a few people mention how the sprite and footsteps changed once you collected 10 twigs, but did anyone collect 20 at one time in the final level to see the extremely-overburdened sprites? :smile: It's extremely funny to me to watch the little bird struggle to fly with that many twigs, but it's also extremely difficult to press the flap button with perfect timing to gain any height. Fun fact: Many people commented about the bird sprites and footstep sound effects that change as the little bird becomes overburdened. Those bits of polish were all authored and implemented within the last hour of the Jam, I'm really glad I had the time in the end because they added so much charm :sweat_smile:

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Can't wait for the next Ludem Dare, and thank you again everyone who's played and rated!

I'm making a mobile version based on my entry!

I am thrilled to announce that my jam game is now being developed into a mobile game :smile: .

Many players have commented that the game would be a perfect fit for phone screens, and I couldn't agree more.

The mobile version of the game will feature the same simple gameplay, but with an array of new improvements such as power-ups, new gameplay mechanics and online leaderboards!

This is an exciting journey and I can't wait to share the final product with you. Wish me luck.

I am changing the graphics, but I'm keeping the pink guy! :smile:

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Warden of the Woods Post Mortem

Bannerpng3.png I know this is hard to believe for many, but for once, I think that the theme didn't suck. While I don't think it was the best option out of the last round of themes, it was a solid one that left a lot of options while not being too broad. Sure, many of the games I played did fall under some kind of farming category – and we had those elements, too – but they were quite enjoyable for the most part, unlike with 10 seconds, where it felt like the majority of them would have been better without the theme tacked on.

We'd discussed making a Zelda-like and, after the theme was announced, quickly settled with the idea of combining that sort of gameplay with growing your own weapons. The latter mechanic premeditated having to change your weapon regularly, so we ended up with the short durability of the Breath of the Wild and a general look-and-feel closer to the NES and SNES Zeldas.

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Overall, I feel the jam went quite smoothly this time, and we didn't end up making any drastic changes in direction or big gameplay overhauls. As usual, a lot of the details crystallised during the weekend as the game started to materialise, and the story the game should have had only afterwards (which is why there'll be one last big post-jam update soon). We had a relatively large team but didn't hit many snags with communication or organisation. One thing I wish we'd maybe planned better was the enemies, as I didn't see the scale from the early concept art drafts, and we ended up having too large, almost boss-like monsters (in addition to the boss itself!) and only one normal-sized one. I was able to address the unbalance in the enemies by adding one that was visually just a simple particle effect, though, so I don't feel like it was a bad problem.

Once again, I'm super happy with how the game turned out visually. The art certainly stands out not just in quality but also in style, with the quirky use of colour and the, uhm, happy trees (RunicPixels wrote an article about what went into the tilemap here).

IMG_7290.jpg (Concept art by Rumboots)

Technically, we made the call before the jam not to do anything too experimental this time (isometric maps ended up taking much more time in the last jam than I originally anticipated), so I was mostly just implementing things I already knew how to do and tweaking the design. One thing that did cause more problems than I thought were the cameras, as I wasn't aware you can't constrain a Cinemachine camera to a simple BoxCollider2D. It wasn't too much work to roll my own constraint system, but it's still a bit wonky.

It was also a great relief on Monday when, in addition to again composing the amazing music and doing the sound effects, Danae stepped in to help and coded a lot of the small polishes that got the game across the finish line in much better condition.

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I'm also happy that I had time to add a simple tutorial/onboarding to the beginning of the game, as it looks like it helped a lot of people to grasp the gameplay a bit better, and it's something that I usually don't have time for. In the future, I'm planning to add some even earlier, though, and make the system a bit more robust. It probably says something that I actually have the energy to make one big update now that the jam is over, and it won't mess up the rating, overhauling the story to the idea I got a bit too late and adding a few extra touches based on the feedback we received. I'm not convinced Warden of the Woods is a game make an actual release out of, like Ignis Universia was, but it ended up as a good game for Ludum Dare, the purpose it was made for.

Games with no ratings

So there's 6 games in the :gift: zero category

42 are unfinished

yet 79 don't have any ratings...

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How ? Are those unpublished somehow ? I can't find them anywhere

Results are out

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They shouldn't be for the next 6 hours but they are.

Red Harvest for Ludum Dare 52 is out!

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Hey all, somewhat around 30 minutes before the Extra format deadline we finished the work on Red Harvest. Initially we planned to release for The Jam format but we in the end we barely managed to meed Extra deadline. Something that seemed like a really simple concept at the beginning turned out to be not so easy to implement. Also, we really put some extra efforts into the graphics ;).

In Red Harvest you'll need to take a role of a farm director in a fictional communist country. It's a relaxed, stressless game where you need to take care of ducks, feed them, and serve the Party.

The game has 4 story "levels" after which it goes into endless mode. So, if you reached the 5th level (month), you basically beat the game. But don't give up if you don't manage to do it first try, tending ducks may be a challenge sometimes.

So, please give it a try and we'll be happy if you leave a feedback!

Play Red Harvest

Post-Rating Update!

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Now that the rating has ended, here is an optimised version of the game. I have removed the limit on branch length and replaced the roundRect method with bezier based functions to work in Firefox. Input and aspect ratio have been adjusted to work on mobile devices! The highest score to this day is 39 (by @feor)

Congrats to all participants in this jam, and thank you for playing and rating!

Results live; where?

Where can I see the live results that will be published in about half an hour? Is there a livestream? Or is there a place on this website I can view those results?

This is the first time that I'm actually curious about the top 15 :-)