Ludum Dare 54 September 29–October 2, 2023

Don't forget to (optionally) rate games on Itch if you can!

What I personally do is play what I can on Itch, then comment there, rate it 5 stars if I liked it, comment the same thing here on Ludum Dare (maybe adding a little more critical feedback), and then give it my honest ratings here on Ludum Dare.

Oh, and if I really like it, I absolutely follow them on Itch 🧡

I'd always heard that giving anything other than 5 stars on Itch actually hurts a game (as in, it's worse to give a game 4 stars than to not rate it at all), so what I do is: if I like a game, I rate it 5 stars. If I don't, I just don't rate it.

Obviously this isn't a requirement, and I'm NOT saying to lie about a game (or to do this for my game!). But ratings help on Itch :D And it feels nice to get notifications on there of people enjoying the game, so I'm assuming others feel the same.

With that said, I'm seeing lots of comments on a lot of the Itch pages, and that makes me so freaking happy! 🧡

Changing our artstyle!

Play Prickle now in your browser

Well, first thing first, let's get this out of the way - I'm NOT a professional artist.

Just about 3 years ago, I started doodling some pixel art, just so I would have some basic art for my games.

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So when I joined the Sunbird Studio team, every time we started a game, my go-to was to pixelate everything.

This time, something went a bit differently. While trying to figure out how the game will play, I doodled a little hedgehog on a paper next to my laptop. After a few moments I thought to myself - this is a cute drawing, a game like that could be adorable.

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So, why wouldn't it look like that? And so, we began experimenting. The first part was to figure out the tools for the job. Since I always made pixel art, I didn't even know where to start.

At first we talked about drawing on paper and digitising it, but that proved to require better equipment then what I had. Then we looked at Android apps that work with my stylus, and couldn't find one that has all the features required to animated for a game.

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At the end, we used Krita, and I drew using my touch-bar. Not ideal, but did the job. We agreed on a 1-bit style (a fancy way of saying 2 colours), and doodly animations that I achieved by drawing the same sprite over and over again.

Even though it was my first time making a game with line-art, I'm pretty proud of the results.

And now, for the next challenge.

Play Prickle now in your browser

My Extra entry is released: Shoot'n Trade

I like to use LUDUM DARE to challenge myself and try new things. It's not a good idea if you want a nice result and high rating, but it can be a great opportunity if you want to boost yourself to explore new possibilities.

So I've tried to make something in TypeScript with Phaser 3. I've discovered this language and framework three weeks ago!

Of course, the Compo and Jam timings were exceeded. But after two weekends and a few evenings, the result is here, and I've made a big leap in my knowledge of theses tools. I'm very happy with both, even if TypeScript has added a few complications (less Phaser examples, and the need of more tools in comparison to Javascript).
I've also discover the AI Copilot, and for me, the "whao" effect was even greater than ChatGPT last year. It's really great for learning new languages and frameworks.

So the result is a little Shoot'em Up, playable in your web browser, and available with source code.

Play Shoot'n Trade in your web browser

Use the limited space of your ship to embark cannons, shields or merchandises.
Fight your way against aliens waves.
Resell your remaining merchandise after each wave to make profit and buy more space.

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Play Shoot'n Trade in your web browser

Try out heist fast paced action game!

Hello everyone, this is our entry for the Ludum dare 54. It's a fast paced game, which has the intent to make life difficult for the player, with many dangers.

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You can find it here (or just press on my profile):

https://ldjam.com/events/ludum-dare/54/peidei-4

Play Farmageddon!

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Hey Everyone!

This is our 9th entry in Ludum Dare!

Like bullet hell games? Like wave based combat and upgrade mechanics? Look no further! Farmageddon is here to satisfy! Plant crops to defend yourself and your farm. In between waves, purchase powerful upgrades to increase your strength.

https://ldjam.com/events/ludum-dare/54/farmageddon

Play Now!!

Farmageddon was made with Unity. We took inspiration from a variety of games such as wave based survival, rpg, and more. See if you can figure out what specifically :) . While the pixel art isn't the best, it was fun to practice! We plan on updating the game soon as there are some funky bugs (as always).

Escape The Phantom Seascape! Tell us if it is too hard as a puzzle game!

Escape the drudgery of your humdrum life and set sail on a one-of-a-kind adventure aboard the legendary !

game here 👉👉👉https://ldj.am/$374960

Dive deep into the cursed lore, navigate through treacherous trials, and unravel the enigma of Captain Thorn’s ulterior past. The maritime lore of “The Phantom Seascape” is not for the faint of heart but for the bravest explorer with a burning passion for the arcane.

Guide your destiny with wisdom and luck, find the keys to unlock the truth, and witness the phantom treasures rise from the abyss. Feel the chilling sea breeze, hear the mournful cries of the lost souls, and face the eerie echoes of the damned as you inch closer to the unearthly truth.

Take heed, one wrong step and you may join the spectral crew aboard the accursed “The Phantom Seascape”, forever entangled in its ghostly lore. Try to escape from “The Phantom Seascape” as soon as possible! You can call customer service if necessary.

Download, explore, and may fortune favor the brave!

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Can You Escape from The Phantom Seascape?

Escape the drudgery of your humdrum life and set sail on a one-of-a-kind adventure aboard the legendary !

game here https://ldjam.com/events/ludum-dare/54/join-the-phantom-seascape-expedition LD54GIF.gif

Dive deep into the cursed lore, navigate through treacherous trials, and unravel the enigma of Captain Thorn’s ulterior past. The maritime lore of “The Phantom Seascape” is not for the faint of heart but for the bravest explorer with a burning passion for the arcane.

Guide your destiny with wisdom and luck, find the keys to unlock the truth, and witness the phantom treasures rise from the abyss. Feel the chilling sea breeze, hear the mournful cries of the lost souls, and face the eerie echoes of the damned as you inch closer to the unearthly truth.

Take heed, one wrong step and you may join the spectral crew aboard the accursed “The Phantom Seascape”, forever entangled in its ghostly lore. Try to escape from “The Phantom Seascape” as soon as possible! You can call customer service if necessary.

Download, explore, and may fortune favor the brave!

Design Blog - Parking Ltd.

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If you haven't yet played our entry Parking Ltd., a game where you try your best to correct the problems created by an AI valet driver, we'd appreciate any feedback!

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In the last few days of rating, I wanted to share some of our design process and how I think we "found the fun" halfway through. It was a validating example of prototyping, and hopefully an example you all can appreciate!

Brainstorming

At this point, our team has come up with several guidelines for ideas that we agree to avoid: generally games with a lot of content generation or that aren't fulfilling until you create enough of it. In those cases, running out of time will really zap your success.

One of the ideas we thought sounded fun at its core was trying to park and return cars in a tiny lot. The system seemed simple and allowed more time for prototyping and polishing, so we started the first evening setting up the controllers and the patron system.

design.png _ behold our beautiful concept sketch _

The Valley

Once we had a functioning prototype, including some models, we quickly realized that picking up cars, driving them into the lot, and then returning them to patrons was both simple and tedious. The most fun was driving the cars around, especially with the deformation physics @tempest-smh worked in, but that wasn't enough of a game.

We had to "find the fun" and solve the issues of the core mechanic being neither motivating nor challenging.

It's hard to reach this valley, when the fun you thought you had initially found just isn't sustained.

The Problem

We felt that the core of the problem was the lack of constraint. The challenge was supposed to be that the lot would fill up over time, making it hard to get the right car back to the right patron.

When the player controlled where the cars were parked, there was nothing to enforce that challenge.

We looked at designing the solution a few ways: 1) What if there was something the player had to do before returning the car, like a washing station? 2) What if we focused on the fun of demolition somehow, and made that the point?

The Solution

We looked to one of this game's inspirations, PlateUp!, for a solution. One way that they solve the problem of tedium is by having other players in the game, and sharing tasks. There! A potential solution was evident.

* What if the player wasn't in control of where the cars were parked? *

Instead, if an AI parked the car haphazardly, then the player was responsible for overcoming the mishaps. Would this be frustrating? Would it even solve the problem? The only way to find out was to prototype it and try it.

Summary

Did our idea solve the issue? We think the end result is much more fun than the first prototype, and that really emphasized the importance of prototyping fast and testing often, because the original ideations may not always be the final version.

But we'd love you to come and decide for yourself :D And if you learned something, or have other ideas, please share them below!

* Play Parking Ltd. *

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Happy Parking! _ - Hawkin _

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Escape The Phantom Seascape!

Escape the drudgery of your humdrum life and set sail on a one-of-a-kind adventure aboard the legendary !

game here 👉👉👉https://ldj.am/$374960!

Dive deep into the cursed lore, navigate through treacherous trials, and unravel the enigma of Captain Thorn’s ulterior past. The maritime lore of “The Phantom Seascape” is not for the faint of heart but for the bravest explorer with a burning passion for the arcane.

Guide your destiny with wisdom and luck, find the keys to unlock the truth, and witness the phantom treasures rise from the abyss. Feel the chilling sea breeze, hear the mournful cries of the lost souls, and face the eerie echoes of the damned as you inch closer to the unearthly truth.

Take heed, one wrong step and you may join the spectral crew aboard the accursed “The Phantom Seascape”, forever entangled in its ghostly lore. Try to escape from “The Phantom Seascape” as soon as possible! You can call customer service if necessary. IMG_3175.PNG Download, explore, and may fortune favor the brave!LD54GIF.gif

Please rate our game!

Link: https://ldj.am/$374960 It's a Point-and-Click Puzzle Game. Players must solve various puzzles to escape from a sinking cruise ship, and as the story progresses, they will uncover the cruise ship captain's conspiracy!

Eye Want You To Nerd Out About Hexagons

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I had a lot of fun this Dare learning about and implementing hexagonal grid math in Unreal/C++, and wanted to share this absolutely amazing blog I found which was invaluable to me during the jam.

https://www.redblobgames.com/grids/hexagons/

Even if you're not a math nerd, it's got cool little intractable diagrams, so give a look!

Oh and you can play our entry here

Is karma from feedback given so tied to the ratings received?

I noticed, in my game and in many another ones I played (mostly the not-top-notch ones), that the amount of ratings received can hardly overcome the amount of karma from feedback given.

Unfortunately I don't have the resources and time to play a very large amount of games and my teammate can't help me much either; plus, in order to give valuable feedback I personally don't want to rush the games I play. It is absolutely normal and clear to me that only playing-rating-commenting one game more will lead people to do the same with my game, but the weird thing is that those two values, karma and amount of ratings received, practically grow together.

Is this only my biased perception or there is some feature in the algorithm that promotes this behavior?

p.s. not writing out of frustration, if people try my game I'm just happy and that's it, like everyone. But I'm curious about if I'm spending time and effort for the good or not :)

Anyone In Need Of Ratings?

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Gridlock: A Tiny RTS
For this Ludum Dare I decided to make a Real-Time Strategy game. While this may have been a little bit ambitious, the end result ended up being a lot of fun. If those types of games are your thing and you want to give it a try, feel free to do so! Also, do not hesitate to also share your feedback, that is most welcome!

Click here to play Gridlock

Need ratings?
Tonight I will have plenty of time to play and rate some more submissions, so please place your submissions in the comments for me to play!

Try this if you like Puzzle game! Tell us if it's too hard to play

Escape the drudgery of your humdrum life and set sail on a one-of-a-kind adventure aboard the legendary !

game here 👉👉👉https://ldj.am/$374960!

Dive deep into the cursed lore, navigate through treacherous trials, and unravel the enigma of Captain Thorn’s ulterior past. The maritime lore of “The Phantom Seascape” is not for the faint of heart but for the bravest explorer with a burning passion for the arcane.

Guide your destiny with wisdom and luck, find the keys to unlock the truth, and witness the phantom treasures rise from the abyss. Feel the chilling sea breeze, hear the mournful cries of the lost souls, and face the eerie echoes of the damned as you inch closer to the unearthly truth.

Take heed, one wrong step and you may join the spectral crew aboard the accursed “The Phantom Seascape”, forever entangled in its ghostly lore. Try to escape from “The Phantom Seascape” as soon as possible! You can call customer service if necessary. IMG_3175.PNG Download, explore, and may fortune favor the brave!!LD54GIF.gif

Lessons learnt from somehow making Compress(space) in the final 48 hours.

For LD54, I solo developed Compress(space), a puzzle game where you literally compress space to cheat your way through puzzles. The gif below shows how it works. 5de37.gif

Originally, I was making a different game. But after ~~procrastinating~~ watching Jujutsu Kaisen, I had an epiphany about how the space compression mechanic could work in a game. I immediately threw away all of the first day's work and started working on compress(space). In the remaining 48 hours, I somehow managed to finish the game.

Here's what I learned:

Acknowledge your limitations. Cut scope as needed:

At first I wanted to no limitation on the compression ability, allowing vertical as well as horizontal folding, multiple folds etc. But the reality was that I didn't have time to code all of it. If I only allowed folding in one direction, the calculations would be much simpler. So I cut all of that extra scope and made a simpler but much more achievable game where you can only fold space left.

Embrace your restrictions:

Restrictions can also be a creative tool. The game doesn't allow you to fold space over a prop(say, laser turret). ezgif-4-56f2e01f68.gif If I allowed it, then I'd have to write extra code to handle it. It's not complicated but would likely take some time to handle the edge cases it would cause. Instead, I simply prevented the player from folding over props and designed puzzles around that. This simplified coding and provided me with another avenue for puzzle design.

Plan out how much "game" you want to/can actually make. Work based on that:

After the basic compression mechanic was implemented, I brainstormed various ways to utilize it. I then chose the ones that I could finish implementing within time and designed 12 levels on paper. I decided that 8 levels would be enough for the jam while being. So I picked 8 levels from there and coded only what was needed for those levels.

Leave some time to implement/adjust your initial plan:

When I sat down to actually implement the levels I designed on paper, I had to change and adjust them a lot. In fact, I had to redesign the entire final level several times before I could get it to work. Your initial plan will never survive reality. So be flexible.

Save some time for polish:

I had 12 hours left after I implemented the final level. After that, I didn't code any new mechanics. I just focused on polishing the game. I played around with post-processing settings, added particles etc.

Post-processing can elevate even shitty art:

The game has a really simple artstyle. It looks good only because of post-processing. The CRT effect, chromatic aberration, bloom etc. all of it was from Unity's built-in post-processing stuff. Even programmer art can be made good if you put in effort.

If your game is complicated, make proper tutorials in the game:

This is especially true for puzzle games. Very few players are going to read the huge paragraph in your description. From the very start, I had to think about how I would teach the mechanics. Even in the first 12 draft levels, I included tutorial levels. I designed a lot of small levels to gradually teach the player the mechanics. I thought I did a good job. But even then, players had trouble learning the rules. It is never enough. But you still have to try.

That's all. I hope this was useful to you. I plan on developing the game further. If you found this helpful, your feedback would help a lot.

You can play Compress(space) here

Finished making my game. Now I can play yours :)

I made retro PC simulator with binary decision-making that will test your attention.

https://ldj.am/$380544

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This is an aesthetics-first game, but hopefully gameplay isn't bad either. I was tuning difficulty with the last few updates, hopefully its in a good spot now. Lemme know what you think :thinking:

Please comment with a link to your game! I will give a proper feedback and some rating to ya :heart:

I will play everything for the next few days.

Updated Textris with lots of stuff

Textris finally has a playable tutorial!

A lot of people got confused by the gameplay which is quite different to what you might expect from a Tetris inspired game.

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Its a short tutorial that goes through all the important stuff including a brand new feature which is special double letters where you have to choose one of two letters while the other one gets discarded.

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Also new is a highscore list. I tweaked the difficulty progression as well. If you get a chance to play it I would love to hear how it is for you.

I also did a lot of little things on the visuals including realtime water reflection which 100% not faked and doesn't have glitches at all. In my humble opinion it is realest water you have ever seen in a video game.

Here is the full list of changes: - Added playable Tutorial - Added Highscore list - Added special double letters - Added some menu stuff - Added more fx and visuals - Added screen shakes - Added real realistic realtime water reflections - Improved letter and placement previews - Improved letter algorithm performance

You can play it here https://tocogames.itch.io/textris