Ludum Dare 53 April 29–May 2, 2023

4 (and a bit) days left!

Make sure to check the Danger filter and review some games to make sure as many folks as possible can get the 20 reviews required for a rating.

Rover Herd - Windows Build

Hi all,

I've finally got round to getting an offline build sorted for Rover Herd. Unfortunately it's only Windows for now - I can't quite figure out how to get Electron to build it for an OS I'm not on - if anyone knows any good tutorials then I'll give it a crack.

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More plays / ratings / comments are welcome, but probably worth prioritising those in the danger zone!

Polishing my game :)

Fixing some bugs and working on new levels for a post-jam version :)

https://ldjam.com/events/ludum-dare/53/unread-messages

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Ratings Needed!

This little dude needs few more ratings:

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Please, play our game here: https://ldjam.com/events/ludum-dare/53/the-white-dude

Thanks!

Post Jam build on Itch.io!

Our final post jam build is available on our itch page!

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We managed to finish the game how we intended it to be. This build features :

  • Start and game over menus
  • Additional package content
  • Final Game Loop logic
  • Upgraded SFX
  • Onboarding logic
  • Fullscreen option

If you want to give it a try, go to our itch.io page (https://apeyre.itch.io/bite) to download or play in web player.

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Thank you for playing A Message for the Stone King!!

As we approach the final days of the jam, we wanted to say THANK YOU!! All of the positive comments have been a huge highlight and we're so so happy that people have been enjoying our game. We really enjoyed working on it even if we couldn't bring every piece of our design to life. We still think it turned out pretty well ♥️

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If you haven't played yet and want to see what it's all about, please try to deliver bad news to the immovable Stone King and convince him that you're telling the truth 👑

360 noscope gamedev: the cut-features-and-ship-on-time method

This is our 6th Ludum Dare as a pair of amateurs, and regardless of our game's final rating it feels like a success. I wanted to blog something about it, and a friend wanted to know something about our process and what we might have done differently, so I’m going to frame this around our essential principle: keep the game scope as small as possible until you’ve finished that scope.

We always prepare a list of possible ideas once the final theme vote starts, so that we have at least one viable concept for each possibility. So when ‘delivery’ was revealed we straightaway could pick up one we had on the list: a simple Kiki’s Delivery Service riff (like about a dozen other teams) in a more scuzzy modern setting with a gig economy theme for a fun tonal clash.

We decided we wanted to push graphics and audio this jam, and my collaborator @ruruie has a good blog post about the process of that on the graphics side. But leaving time for them to do art and for me to work on both music and game code meant we had to keep everything as simple as we could.

The first pass of the music was a simple ditty based on just cribbing a couple of chords from the mixolydian mode video by the excellent 8-bit music theory. The first pass of the gameplay was a simple random-A to random-B set of travel objectives on a basic random map. And those first passes were very close to the final passes because we carefully avoided adding anything non-essential until we had a shippable game with a reasonable degree of completeness and polish at the end of day two. No smartphone menu to interact with, no special mechanics for gravity. About the only concession to inessential charisma was the early implementation of walking rather than having the witch fly all the time.

This meant that by the start of the third day we had all our main gameplay, graphical and audio components done and ready and could dedicate ourselves to improving the product, which is a much better place to be psychologically than scrambling to complete core gameplay elements like can happen with an overscoped game. The last day was fun and featured things like implementing dogs with three hours to go and fun but technically tricky features like rooftop landings, besides expanding the music, greatly deepening the graphics and hunting down minor but relevant bugs.

But while it was fun, in retrospect there are probably better ways we could have spent our time. We left early placeholder assets (the delivery targets and the arrows) in place rather than replacing them. More crucially, we neglected to add an escalating difficulty component to the gameplay, so the player is more or less left to fly around doing deliveries until bored. This synergises poorly with the random maps we were so proud of and put effort into - there’s no factor booting players out and inspiring them to try again to see a different layout of the colourful city and maybe some features that were RNGed out on their first run.

The pitfall of focusing narrowly until the game is ‘shippable’ and then splurging on fun extras is that you can lose track of which improvements you most need to focus on once the baseline game is ready. This is something we’ll be sure to fix in the next jam.

Did you test Dinolivery ?

Dinolivery needs you !

4 days remains and a few votes missing ! :sweat_smile:

Play Dionlivery and then come rest by the campfire to tell us a story... :camping: :book:

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...also, here, have this lil' gift :gift: !

You may find it useful for another project or Game Jam :)

(Just right-click and "save image as") adventurer sprite sheet.png Just be kind with him, ang give him some gears from time to time :)

Hey! Have you seen our trailer?

Do you like absurd humor and unexpected twists? Check out our new trailer for The Box baby!

https://youtu.be/XBB5Y4RF06o

The Box baby is a puzzle-comedy game about getting the right packages in the right delivery trucks, until everything gets weird :smirk:

I made a little art for some of my favorite games in this jam

I'm not much of an artist so I'm sorry if I went too astray with the characters or didn't do a great job replicating them ^_^. these are some of my favorite games, I wish I can make more but this took so darn long, but I might do another one who knows, anyway the characters in the image are from these games:

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@wolfier @justcamh @a-random-programmer @kyleflick124 @coqueiroseco @pndmic-glitch @burandelei @masterproject @gaba @fupi @haselkern

Thank you for all the good time!

Time to Create Homunculi!

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Reach into The Homunculus Vats today!! BEFORE IT'S TOO LATE!!!

https://ldjam.com/events/ludum-dare/53/the-homunculus-vats

RIP Updates & Post-jam Production

Hey all!

Thanks to those who gave RIP a... rip. All of the feedback was on point. I've made the following changes to the LD version:

  • Camera control is not longer inverted and shouldn't clip through objects.
  • Bugs fixed for game-won screen and for resetting the player (no longer launched them into space!)
There may be some camera jitter that I haven't resolved. Please give it a go and let me know if you experience camera jitter when running (press shift to "run")

https://ldjam.com/events/ludum-dare/53/rip-ridiculously-injury-prone

Post-jam Updates

I won't be uploading any further updates to the LD page, however I've decided to turn this prototype into an actual game! Working towards presenting at a booth at Canada Games Con this June!

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Mortality

A simple HTML adventure game. Takes about 5-10 minutes to complete.

Music: @KennyMacMusic / Artwork: @yumi8 and @genie


Play it here: https://ldjam.com/events/ludum-dare/53/mortality


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Playing your WebGL games live (twitch.tv/posh_dan)

For the next little while I'll be live on Twitch, playing your webgl games! (and maybe filling in the gaps working on my ARPG)

Come hang out if you'd like!

https://www.twitch.tv/posh_dan

Extra Format

I love the extra format! Setting aside 48-72 hours to make a game would be a big challenge with my family, but I can easily spend a few hours each night for a couple of weeks. The extra format lets me participate with about the same amount of dev time to create a game. It's so nice to get back into it after many years away from LD.

Deliverance Soundtrack (Famitracker)

We got a lot of nice compliments for the Soundtrack to our game, Deliverance: https://ldjam.com/events/ludum-dare/53/deliverance-1

The soundtrack was done in Famitracker, which basically allows you to create 8-bit NES music for the actual Ricoh 2A03 sound processor.

My main inspiration for this music was Fester's Quest. I'm a huge fan of Sunsoft music. O__O!

https://youtu.be/V6yfE3dcX9A

I hope you enjoy it!

Ratings Needed

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Hey guys, mind giving our game, "Mugen Express" a try a leaving a rating? All rating are appreciated, thanks!

Behind the Music for Deliver the Baby!

Creating the music for my team's game was a lot of fun, so I thought I'd share with you a behind-the-scenes look at it, with text commentary!

https://www.youtube.com/watch?v=50If_soiVfw

Post jam version of my game

Hi folk!

I was not satisfied with the game i made for the compo event.
So, we decided with friends to work on a post jam vesion.

Post jam version

Original version

And after two weeks of work we are able to present you RPG The Game 2 (temporary name :smile:).

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Credits :

Game design : Allifeur
Sound Design : Valentino Di Domenico
Programming : Becher
Voice acting : Darastros
Art : Becher and Metapixel