Ludum Dare 52 January 6–9, 2023

I have learned a lot from LD52.

Thank everyone! I have learnt a lot about how to make games during LD52.Now I would like to share them with you.

-It is really important to think about the player’s feelings.I’ve made mistakes in the key control so many players told me about it.In fact,it is really difficult to press “v” when moving by pressing “wads”

-The difficulty should be lower.Maybe I can add a difficulty choosing system.It works when some players avoid playing hard games while others enjoy hard fun.

-Learn how to build the project in different forms,for example,linux,windows,andriod or ios!

-Be careful whenever it is!

My LD52 game:

https://ldjam.com/events/ludum-dare/52/real-harvest-or-not

Small post jam update

Hi everyone :)

I made some small updates on my game :

I received many comments on my game Hooked about too slow game progression.
So I have decided to made a small balancing on rare fish spawn chance that will increase game progression whithout changing gameplay.
I think you will now be able to finish the game in less than 10 minutes! By finishing the game i mean catch all different fish, there are not a real end.

I also fixed a non-blocking bug where the game would say "nothing bites" even when catching a fish.
This shouldn't happen now.

Thanks for all your feedback!

You can try it here.

54d19.png
It's a game about a fisher robot that have to harvest fishes in an online lake.

The Ludum Dare 52 Experience

My partner already did the general one, so I'll add more about the art experience I had on the journey here. It's always hard to start drawing when you don't know what the game is about yet, so you try to imagine it in your head and its even harder when you start later and feel more pressure because of it, but we managed to do it nevertheless. upgrade_indicator.gif I used AseSprite for most things and this year didn't really bother with references if I knew how the object looked like somewhat and that made the process a lot faster, in the past Ludum's I put too much time into research and that was quite the waste, in that time I could have done more animations that would have made the game world feel more alive - as all moving things do. I deemed animations generally more important due to that and started working on them earlier.

wriggle3.gif Though I did start drawing without using a pallet, which was a huge mistake since I had to recolor the drawings I made later on due to them not fitting together with each other and well had to do additional improvements to the basic sprites too.

a comparision to the early "Recycling machine and to the later one" shredding machine.gif recyclemachine.gif

Overall it was quite the journey and I did manage to do complete a lot more sprites and animations than I imagined at start, but still far less than I could have and I could have polished the current ones a lot more too. Lessons learnt, hopefully. Early preparation work in some cases is really helpful, but over-researching it may send you down the rabbit-hole.

The end product was: https://ldjam.com/events/ludum-dare/52/bloopy

Have you managed to find the 30 secrets we have prepared for you?

Capture d’écran 2023-01-12 à 10.55.05.png

Take the time to browse a peaceful map and discover all the little details we have hidden there.

The day goes by quickly so you won't have time to see everything at once ⏰. Fortunately, we have developed a local save system that will allow you to start a new game without losing the achievements you have already unlocked 🏆🏆🏆!

Enjoy the day before the harvest right here :smile:

Vacuum - how did we do it 1: Initial concepts

So Vacuum is out now (please rate here https://ldj.am/$317397)

It was an interesting development process - so let's walk through how the game came to be. FRIDAY

The theme was announced..

HARVEST

Moodboard

moodboard_small.png

We began with a moodboard - basically going online and saving a load of inspirational pictures vaguely around the theme, we have a combine harvester, hydroponics, general photos of fruits & veg, a little reaper in there, and while a bit hidden there is a photo of children picking through a scrapheap looking for valuable e-waste. There is also a few games which have a similar theme - some literal like Stardew Valley & Banished that just have plots of farmland, and another, POINPY, that has a little dinosaur bouncing through the air to collect fruit to give to a blue, hangry catbeast.

Something recommend to include in the early concept stage is a collection of synonyms - words that are tangental to the theme that you may not have thought of yourself - helps get the creative juices flowing.

Concepts

concepts_small.png

With the general concept set out, we set to work drawing up some basic game ideas. Our general principle was keeping the scope super small - a single screen ideally - this is just for fun after all, and we do enough stressful gamedev during the work week.

1) The player will harvest everything in a single row (or column) at once, weeds and all. The goal would be to maximise how much crop you harvest, such as wheat and fruit, while minimising how many weeds you harvest. Crops and weeds would both spread out from their starting tiles, creating an organic growth pattern across the board.

2) Something simpler based on the horizontal line idea from 1. - the Grim Reaper has a farm. Pumpkins fall from the sky, souls float up from the ground. Time your swing to get as many souls and pumpkins in the single line - harvest as many as you can before time runs out.

3) Something simple - drive a tractor around a field and collect all the wheat. This is an idea I have seen a lot in the jam submissions.

4) Similar to 3. but with a twist - tractors and combine harvesters are two separate machines, and so they should be controlled independently. In this game, players use the Left analogue stick to control the fast & nimble tractor, and the Right analogue stick to control the slow and slippery combine harvester.

We left it there for the day and slept on the ideas we had, ready to begin on Saturday...

Herfst

Go through weird point and click like scenes in Herfst.

Collect the golden items. Offer them for a good harvest!

Big Baby Herfst.gif

You can play it here: https://ldjam.com/events/ludum-dare/52/herfst

Little Foxes are very happy because of your feedback!

Screenflick Movie 21.gif

The amount of positive feedback is overwhelmingly heartwarming, it's one of the best Ludum Dares for us so far!

Would you like to play? https://ldjam.com/events/ludum-dare/52/fox-puppies-want-food-for-the-winter

Here are some of the comments: Screenshot 2023-01-12 at 2.16.12 PM.png Screenshot 2023-01-12 at 2.16.43 PM.png

We added a Browser build for accessibility

Hi everyone! We added a web/browser build for Dice Wheat Me so that you don't have to download anymore. You can play here on LD (Link) or on Itch.io (Link).

Have fun and let us know what you think! :wink:

WebBuildAnnouncement.png

Can you free the trapped souls?

Hey everyone! I'm almost at 20 and I'm busy and impatient, so I want to get those last ratings in so I'm resorting to making a post about it. Here's my game description:

As the new Grim Reaper, it’s terrible when you miss your shift. Especially when it traps souls in the realm of the living!

In this game, you must harvest humans’ souls to gain enough life force to remain in the realm of the living.

Harvest by swinging and controlling your scythe, as well as launching orbs of dark energy.

Use your abilities as a Grim Reaper to free the 5 groups of souls that were trapped here due to your error!

imageem2023-01-12/em092729321.png

Moonlight – Play & Rate!

AD-01.png

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 :3 And don’t forget to read the tutorial!

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

Best regards @nivbeth, @fis & @fluffymadness

Y-COM: FIELD Defense, now with working global scoreboard

Play and rate Y-COM: FIELD Defense at:
https://ldjam.com/events/ludum-dare/52/y-com-field-defense

ycomscreen2.png

We stayed up pretty late last night to squash bugs, fix the scoreboard and get the updated Versions for Windows, Linux and WebGL build and tested.
Now you can hunt our highscores!
We hope you enjoy it as much as we did making it.

Good Luck & Have Fun

-Giant Rooster Games

We fix 99.999% bugs in our game!!

Let's see the perfect version of our game in this jam!
If you have played our game early and feel there were too many bugs, try it again!
If you haven't tried it, I promise there will be an unforgetable journey in wasteland puzzle game!

Click here to play

Our game Hi!Waste Tomato is about harvesting tomatoes in the stirct environmental disaster after the nuclear war. You need to manipulate a robot called Reaper Mk1 to protect the tomatoes from being destroyed by poisonous objects and use the power of wind to transport the tomatoes to the finish point. It is a pixel art style puzzle game with an old-fashioned CRT filter and it is really coollllll!Welcome to play our game and share it with your friends.

Warning!!Wasteland is full of Garbage, including our level design. We don't have enough time to test or guarantee every level is comfortable to play. Please feel free to leave reviews of our game.
开始界面.png

We have about 40 levels and 1 hour game time for you to enjoy. They are combined by : - movable obstacles - Slippery ice - Deadly radiation

Enjoy exploring the solution of the levels and have fun!
选关1.png

关卡3.png

Revengetables - a fun and pun-filled veggie revenge spree (Compo)!

Revengetables

For this LD compo, I figured that everyone would be doing farming games, so I thought I'd flip the genre on its head and tell the story from the perspective of the vegetables. I mixed it with a bit of cheesy 80s-style action movie character tropes, and ended up with a setting I had a lot of fun writing and recording things for. This post acts sort of as semi-promotion and also as a post-mortem even though results are a good couple of weeks away.

A few spoilers are mentioned here, so if you're interested please check the game out before reading on. The picture above is a link to the game page.

What is the game?

Revengetables is a 2D action game based around character-switching and quickly adapting to waves of enemies that approach from the sides of the screen.

What did I focus on?

I focused mainly on making sure that the game didn't get in its own way. I prioritised UI polish (even though the game doesn't really use UI that much), and I wanted distinct and recognisable visuals over something more "gritty" or sensible. I also spent a LOT of time on the sound design, the music, and the humour. The way that enemies flash when they get hit is a really nice bit of polish, and in fact subtly informs the player of the fact that tumbleweed is impervious (it doesn't flash).

What worked?

This is, without a doubt, my most sound-rich entry. It's the first one I've done that's featured extensive voice acting, and the SFX and music were also big highlights. I wanted to make sure that there weren't any glaring holes in the sound effects, and I used a neat trick for the music that I'm pretty proud of. The soundtrack consists of three distinct tracks, each in a completely different style (70s/80s style rock, smooth jazz, and electronic rave music), but with the same tempo and chord structure. All three are played simultaneously so that they line up exactly, but when you switch characters, the volume fades between them.

I also quite like the art style, although I would have liked to have added background details (such as clouds, buildings, other vegetables). What I did make, I'm quite happy with. It's a departure from my normal style, which is much more of a pixelated affair with zero blurring/smoothing.

The crown jewel of the game, however, is its humour. It is filled to the brim with cheesy one-liners, that I haven't received a single bad word about (so far). Each of the three main characters has five puns they choose from at random when they spawn in (plus some extra silliness during the tutorial), and the players love it. I am beyond proud of the jokes I put into this thing.

What didn't work, or needed more work?

I think the game would have worked better if it was, instead of a "beat all of the waves coming at you and get to the end" type thing, more of a "here's a big level with a bunch of enemies, go kill them for points" thing. Considering how the setting really makes you aware that you are being aggressive, you sure do spend a lot of time reacting instead of pushing towards enemies. I would have also liked to have included more varieties of enemies - currently there's only three (four if you include tumbleweed), although I will admit that the game is short enough that it doesn't really matter. It's more of something I would have to consider if I did go for the larger approach.

I also decided mid-way through that there would be no score tracking, which I think was a mistake. Even though players who beat the game will often have the exact same score as each other, people like seeing a number go up.

Final thoughts

I'm very proud of Revengetables. I don't personally think it's my best Ludum Dare game overall (that honour goes to my previous entry), but the individual components of it are really what I like about it. I feel that the UI, the sound, some of the visuals, and of course the jokes are among the best I've ever done. But with all that put aside, at the end of the day, it's just plain fun to play - I had an absolute blast making every part of it, and I think it shows.