Ludum Dare 52 January 6–9, 2023

Insert witty harvesting joke here

Tired of all the vaguely ambiguous harvesting references? Just want to take your mind off of all the comfy farming games? How about some old-school shooty fun in space? itch2.gif Star ReaperZ is an arcade space shoot-'em-up made with our very own open source Java 2D game engine LITIENGINE. We didn't have the full weekend at our disposal, so we had to cut some corners with graphics and audio, but all in all, you will have a great time harvesting innocent galaxies! Check out the game HERE!. Oh, and of course the game is open source!

Try Watermelon Rush!

I attempted to make a tower defense game within the time limit of the Jam. It was more than I bargained for, but with a little re-balance of the stats, the games plays better than I expected.

https://ldjam.com/events/ludum-dare/52/watermelon-rush

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NEED RATINGS? PLAY AND RATE MY GAME AND ILL DO THE SAME!

Great work on completing your game, or working on it this weekend, BE PROUD OF YOURSELF \o/
I will rate and play games for anyone who plays my game and leaves a comment <3

My game: https://ldjam.com/events/ludum-dare/52/the-cactilogue

In my game you complete skill checks to harvest magical flowers off cute lil catci :3
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<3
NEED RATINGS? PLAY AND RATE MY GAME AND ILL DO THE SAME!

Harvestigator ost lol

https://www.newgrounds.com/audio/listen/1186707

Isometric tile traversal and orientation

Am working on a post-compo version that addresses the confusing movement in isometric. I my wife had to turn the keyboard 45° to get the hang of the movement.

I also plan to add mobile controls, a second rat, a title screen, a story etc.

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Help Beatrice with her Harvest!

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Help farmer Beatrice achieve her farming goals by planting and beating up rowdy vegetables.

Play it here: https://ldjam.com/events/ludum-dare/52/rough-harvest

This is our third Ludum Dare entry. We used: - Godot 3.5.1 as a game engine - Procreate for the assets - Spine for the animations

The theme doesn't suck at all

It just doesn't scale. I mean, next to all games are about player harvesting, the only aspects that change slightly is what is being harvested and the tools used. More than half are literally about farming. Several hundred games are about harvesting humans and souls. Scrolling through games feels like a nightmare, I don't remember a disaster of these proportions ever befalling the Ludum Dare. One can only try and find some humor in all this, but damn, there were so many decent themes in the final round, gone, blown away because we haven't though that a verb this specific should get a clean -1. I blame Stardew Valley for being such an influential indie gamedev inspirational story.

Anyway, I too decided not to overthink the theme and it was enjoyable making the game, despite the frustrating lack of time available this weekend, if you got nothing better to do you can play this unpolished gem here:

https://ldjam.com/events/ludum-dare/52/h-a-r-v-e-s-t-harvest-and-recon

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The making of Bloopy

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This Ludum dare was quite unique for us, since we never worked in such a small team in such a short time to create a game over the weekend. I thought I shared some of our thoughts, how our game was made and overall our experience with you guys.

In case you don't know our game yet, the game is about Bloopy, a little android left alone on this planet filled with humans ripe to harvest. His ultimate goal is to escape from this desolate place and some of his mechanical machine friends will help him achieve that - saving his "world".

At the beginning, we were actually quite clueless what to do about "harvest", as we didn't want to do something with farming as we thought there would be a lot of games about that already. So we brainstormed a bit with everything that came to our mind with harvesting - and we decided it's gonna be organ harvesting. We had no idea how we will do it and what the scenario will be, but we effectively already wasted half a day coming up with an idea for the game.

So once this was settled, we started creating some graphics, went with Godot 4 beta and created some basic game and went on from there. While we were working on it, we got plenty of new ideas and while some of them were too big and we decided to push them to the back, most of them were put into the game right away.

On the last day of the dare we had a game, that we were not really satisfied with. We created a loop in the game, that was fine. But the game was boring, and not challenging. So again we started to brainstorm on how to make the game more fun, more difficult. And then we came up with the current idea of Bloopy, where it's a race against time and managing a lot of things at the same time, while running around. Like I said we had plenty of other ideas that didn't make it into the game - yet! Because we are already working on a post-ludum version to actually polish up the game and put in our last ideas we would have liked to be in the game. Also, we got a lot of feedback at this point and we also wanted to put that into the game. Last but not least, there will be a lot of test runs to balance the game out so it is fun, challenging, not too short and not too long.

Now let's move over to the learning part: One of the biggest things we learned was that time management is pretty damn important. We didn't take it very seriously at the beginning, and the backlashes hit us very big. At the end we were a lot into it, but if we were into it like that right at the beginning we would have achieved way more - at least I think so. Planning and preparing things is very important, we learned that now. It would give us way more time to work on the game and finish features that didn't make it this time. It's also quite important to have a same schedule, because we worked the best when we were both online - but sometimes we had different schedules regarding chores, sleeping, eating, working etc. So planning, preparing and managing the time is something we will for sure try better next time!

A last thing I would like to mention is that you never know what other people might like when they play your game. For example, in Bloopy we intended on not giving out too much information on how to play the game and how the mechanics work because we wanted the played to figure that out by themselves. But it turned out, while some people like that the majority would have liked some guidance on the game. This obviously also means, you can't make a game that pleases everyone. But that's alright. In the end we decided to create a cheat-sheet for those who wanted to have some hints, but even that was a bit too little when we listened to the feedback.

I would like to thank everyone who supported us, who played our game - who liked our game :) - and we are very grateful for the feedback we got. We had so much fun working on the game, being part of the dare and socialising with players, the community, streamers, friends, so basically everyone. It is overwhelming, but the good kind!

Like I said, we are currently working on a post-ludum version of Bloopy and it will be available on itch.io (https://svenerik.itch.io/bloopy), so if you are interested in that you can check it out once it's done. I am sure we will return to the ludum dare again in the future, and until then: keep up the great spirit and work everyone!

ℂ’

¢ʰᵃⓡˡเ𝓔 Ⓖ𝓞ţ 𝓐 𝔠𝒽ù几Ⓒк ιᑎ нi𝓈 𝔻𝓻𝓘ηK !! 💔? https://ldjam.com/events/ludum-dare/52/charlies-lemonade-stand

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Harvest & fight with your friends!

https://youtu.be/Gu9vQqUJAYg

The rules are simple: - Punch trees for fruits to fall, harvest them - Throw them at others, the player with most kills at the end of the round wins

You'll need to bring at least one friend though to appreciate it, there's no AI. 🕹️ (you can play in Chrome & Firefox)

TIPS: - Look out for bumping trees, someone is currently collecting fruits there! 🌳 - Be quick when punching trees, there's no way to see what's happening around you while doing that. 🔥

Already received a lot of valuable feedback, that's why Ludum Dare is so great! ☺️ I'll certainly publish a v2 soon to improve the game, considering all your comments. 📝📝📝

Thanks everyone!

https://ldjam.com/events/ludum-dare/52/eat-your-fruits

Playing some more Ludum Dare games.

If you’re looking to get your game played, jump on https://twitch.tv/jitspoe and type !LDRaffle to enter the drawing to have your game played. Web-based games would be ideal.

I used AI to design my Ludum Dare entry

Here's what it has to say about it:


In "Harvest of the Gods," I, ChatGPT, was used as a tool to assist in the game design process. The developers utilized my natural language understanding capabilities to generate game mechanics and a storyline for the game.

One of the key features of the game is the player's ability to use divine abilities, such as a bolt of lightning or a wave of earthquakes, which adds a unique twist to the traditional action-adventure genre.

In addition to using my language generation capabilities, the developers also used my knowledge of mythology and ancient religions to create a rich and immersive world for the player to explore. The inclusion of mythological creatures and rival deities as enemies, adds depth to the game and allows the player to interact with familiar figures from ancient tales.

The game also features an incentive system that rewards players for completing levels quickly or collecting a large number of souls in a single run, adding an extra layer of challenge to the game.

Overall, "Harvest of the Gods" is a game that offers players a unique blend of action, adventure, and mythology that allows them to step into the role of a powerful deity and navigate through a challenging and immersive world.


You can check it out here: https://ldjam.com/events/ludum-dare/52/harvest-of-the-gods

Rating some more games today~

Come stop by and send in your games~ :D https://www.twitch.tv/rincs

(also check out my team's game: https://ldjam.com/events/ludum-dare/52/hex-yield )

Help me get to 20 ratings?

Hi everyone, I've been swamped with work and school up until now, so I haven't been able to rate many games and thus my game has less than 20 ratings. I'm on a Linux system, so I can't play Windows games, but I play/rate/comment on all the web games of the people who play/rate/comment on my game. So, if you think my game looks interesting, would you consider giving it a playthrough? It's a gardening puzzle game about using your limited resources to grow crops and earn enough coins to meet the quota :)

https://ldjam.com/events/ludum-dare/52/green-thumb

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Shy Sharks in Catchy always swim away from the ship

Shy Sharks don't like to be nearby ships, so if they see one, they just swim away in the opposite direction.

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Try the game – https://ldjam.com/events/ludum-dare/52/catchy *

* Number of Shy Sharks in the game may not be the same as on the GIF

Come and try our game!

Here you will play the role of a farmer in order to conceal the outrageous requirements of the officials, and then use furniture and grains to create a rich harvest atmosphere! Image.png This is the link!https://ldjam.com/events/ludum-dare/52/pseudo-harvest

Graphics tips and shortcuts for Compo

Making games is hard. And it's even harder when you decide to do it in 48 hours, six hours of sleep a night, and a couple bowls of leftover pasta.

However, I've accumulated some useful nuggets over my twelve previous Ludum Dare Compos and have compiled some of them here. This one focuses on Graphics, but I might write up another one for Audio later!

🧂 Warning 🧂

Take all of this with a big grain of salt. These are things I have found useful, but the specific strategies you use depend entirely on your game and the styles and abilities of the people on your team.

With that disclaimer, let's hop in!

Make things legible

If you have a character on a dark background, it might help if the character is light in color, or vice versa.

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Alternatively, you can use shadows and highlights to draw attention to the important things on the screen at the moment. In Fallowtide, I put a shade over the background when dialog is happening or when the player is playing a card.

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Also, use legible fonts for large bodies of text! "Matura" might look good for my game's thumbnail, but I stuck with good old Segoe UI for the dialog in-game.

Shape language

In Fallowtide, I use triangles everywhere. The soil is triangles. The card symbols are triangles. The currency symbol has triangles in it. When you play a card, it explodes into a bunch of triangles. There's even a hint of it in the character design; the Doctor has a prominent mask and pendant that have pointed ends.

Often, sharp shapes are associated with danger or hazards --- for instance, spikes, thorns, bladed weapons, and caution/yield signs. This isn't always the case, but I leaned on this in Fallowtide to add a sense of unease and mystery.

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Compare that to the screenshots from my previous two games (Eleventh Hour and Eleventh Second) where I used concentric circles very prominently. The power-ups, backgrounds (setting sun and rotating gears), and "time travel" animations all used circles to make the player think of clocks and cycles for the time travel mechanic. Note also that the enemies in Eleventh Hour are circular (they power your time travel device), but unfold into sharp, dangerous shapes when they're attacking!

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This is one of those very subtle things in visual design that you rarely notice but can make a big difference when done right (or when done poorly).

Particles and modular animation

Frame-by-frame animation is a lot of work... and it's often worth it! But there are alternatives that are worth considering when you decide to make a game by yourself in 48 hours and only have a limited art budget.

Disclaimer again! These tips don't make sense for every team or for every game. If you are very good at frame-by-frame animation, absolutely use that in your games! That said...

Particle effects can be a very effective way to add an animation without having to draw anything, and are great for things like spawn and death animations. Here I use some particles when playing a card from your hand in Fallowtide.

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The animation consists of the following: - A large rectangle particle - Grows larger over time - Reduces alpha over time - A bunch of randomly placed triangle particles - Shrink slightly over time - Rotate slowly - Reduce alpha over time - Spawn with slight variance in starting size, angle, and alpha

You of course have to tweak the specific values until it looks right, but the result is a fairly cheap effect that can add a lot of "oomph" to your jam game.

I also took a shortcut with how I drew the game's crops by only drawing one strand of wheat, then populating the entire tile with it. Each strand individually changes its angle in a sine pattern to sway to the breeze.

This has the additional benefit of making future crops very easy to implement... I only needed to draw a single strand, then use the exact same logic as the wheat.

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Shortcuts are fair game

In Fallowtide, the sprites for Wheat and Hellweed are almost identical! The only difference are the palette and some thorns and lighting on Hellweed.

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Wait, you say. This is shameless and derivative, and the players won't stand for it! Tell that to Dragon Quest, who sold two million copies with enemy designs like these:

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Of course, you do have to be careful with this one. Adding ten shades of scorpions with different hit point levels probably won't add as much variety as, say, two shades each of five different enemies. And I like to make some changes to the shape of the sprite as well, so it doesn't come off purely as wheat dipped in purple ink.

It doesn't need to be perfect

You're making a game in 48 (or 72) hours. If there is a stray pixel here and there, it's very likely nobody will notice. Or at least I'm telling myself that, because I completely forgot to color in the bottom seam in the Doctor's shirt...

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Usually, "good enough" is good enough to get your point across. Only agonize over the tiny details if you think they're very important.

That's all I had! Good luck for the rest of play and rate!

Hi, i got breaking time to play other entry.

I manage some times to go around and try to play other's entry today and tomorrow.

When i have breaking time with my booth!

https://ldjam.com/events/ludum-dare/52/puppet-show

Please leave your link to your entry in comments. And your suggestion on other amazing entry too.

I will try them soon.