Ludum Dare 53 April 29–May 2, 2023

Stats on theme

here's the less fancy version, I'd planned to do something nice with Python and some nice sankey charts etc.

For now, here's a horrible , colour coded stacked bar.

What I found interesting was, a few themes came up several times before winning ( especially Delivery and Start with Nothing )

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Don't know if the pre #37 data will be available again, but though this was pretty cool.

Also - I made a game about pirate dogs that you can play here

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Should "humor" be more generally "writing"?

I've seen similar things posted a few times (https://www.google.com/search?q=ludum+dare+humor+category) and want to throw my hat in / beat a dead horse.

  • I've played some games with great writing this jam and I'd love to acknowledge that (in more than comments).
  • It makes more varied games IMO.
  • I often can't rate "humor" because either people don't try, or when they do it's not my thing.
  • I have played some genuinely funny games! But this is "good writing".

Curious about other people's thoughts.

(I'll also acknowledge that I came into LD late (LD45) so I'm missing history/context).

Really Proud of This One!

How I felt when I started working on a card game for LD: Screenshot 2023-05-05 212057.png

But I think it turned out great! I'm so glad @eezabra reached out to team up for LD53, she is an incredibly talented artist! I could never have pulled this off without her hard carrying the artwork. Gameplay.png

https://ldjam.com/events/ludum-dare/53/bad-news-bear

Oh yeah. It's stream time

It's that time again. Drop on by the Vaguely Damp Games twitch channel and see your game played with moderate skill!

Catch us over at:

https://www.twitch.tv/vaguelydampgames

Got a nice short list at the moment so we should be able to get through quite a few games tonight. And while you're waiting, check out our own creation Dirigible Delivery! Sit back, relax, and sail the high winds.

https://ldjam.com/events/ludum-dare/53/dirigible-delivery

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Want to throw a baby?

https://youtu.be/G-81qi6r5I0

Come see what all the hype is about! From the creators of Downpour and Healer's Handbook, comes Little Oni. Help this cute little baby complete its journey!


:japaneseogre:🎮 LINK TO GAME 🎮:japanesegoblin: (Windows & Mac downloads available)


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Please help rate my game up to 20

So I made a game for the jam Catagory called Fetch Quest Simulator and as of writting it's at 10. can you please get it to 20? you can play it here: https://ldjam.com/events/ludum-dare/53/fetch-quest-simulator

I also made a Devlog you can read here: https://www.tumblr.com/lonelygamedev/716360853719547904/ludum-dare-53-devlog?source=share

How do I make a list.

Never mind I figured it out I wasnt putting a space between my * and text

Playing games on twitch

Playing games on twitch, drop on by and show me yours!

https://www.twitch.tv/nardandas20

Hệ thống mẹ và bé Baby Shark

Hệ thống mẹ và bé Baby Shark với hơn 10 phát triển chúng tôi chuyên phân phối các thiết bị cho mẹ và bé với các mặt hàng: xe đẩy cho bé, bàn học thông minh, ghế ngồi ô tô cho bé, ghế ăn dặm, máy hút sữa, máy đuổi trùng sữa, cầu trượt cho bé, tàn cũi, quay cũi cho bé......vv. Cam kết chính hãng 100%. Giao hàng nhanh chóng. Bảo hành dài lâu Để được tư vấn và đặt hàng, mời quý khách hãy liên hệ ngay tới HOTLINE0328.282.378 để được hỗ trợ tận tình.

babysharkstore, #babycuatoi, #kissplaza, #bibomart, #concung

Trang web: https://babyshark.com.vn/ Fanpage: https://www.facebook.com/babysharkstores
Địa chỉ: WRFV+4QR, Yên Kiện, Thanh Trì, Hà Nội, Việt Nam Hotline: 0328.282.378
Map: https://goo.gl/maps/8yxyXj2vWNPj93sQ9

Almost there!

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Finally, the weekend is here! Time to playtest a ton of games!

Help us reach 20 reviews for our game Stroke Stork!

Play here: https://ldjam.com/events/ludum-dare/53/stroke-stork

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Pack it Up NEW WORLD RECORD!! 01:21:35

Here's the newest any% speedrun time record from Thameuszin!!

Can you beat it?

https://www.youtube.com/watch?v=SmRw_Um5k90

Play the game here: https://ldjam.com/events/ludum-dare/53/pack-it-up

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The delivering Parcelman

Have you heard of the friend of travelling salesman ?

Delivering parcelman is a game similar to the travelling salesman problem :) Play as a parcelman to deliver all the parcel. Will you do your job well or will you be fired ?

https://ldjam.com/events/ludum-dare/53/delivering-parcelman

PS: Planning to play some games today, drop your links in the description, ideally Web/HTML game only.

Can someone please knock me off my own leaderboard?

Apparently my game is a bit harder than I expected but it is definetly possible to get higher scores than mine. Anybody feel up for the challenge? You can also try to knock @kuviman off the throne!

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https://ldjam.com/events/ludum-dare/53/mailman-madness

Minor update, improving some QoL and fixing some bugs

I'm not really satisfied with the state of the game, so I'm giving it a minor update.

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You can play the game here: https://ldjam.com/events/ludum-dare/53/little-messenger

Of course, you can still play the jam version, by downloading the 1.0 version.

If you do try our game, please let us know what you think by leaving a comment :smile:

Anyway, hope you guys have a great weekend!:relaxed:

It's Saturday Morning!

At least where I am, perfect time to play and rate some games!

Feel free to drop yours in the comments and I'll try to check it out.

Why not play my game, Rover Herd, while you're at it?

https://ldjam.com/events/ludum-dare/53/rover-herd

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UI/UX’

Hi all I’m looking for artist to make a mobile idle game. Someone here interested?

Join the Bee Army !

Wanna have a calm and peaceful raid on some cute flowers ? Come try our game ! Just wander around playing as a bee looking for flowers in a randomly generated world. Find a flower, gather some pollen and deliver it to your hive so other bees can collect them aswell !

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Feel free to drop your game in comments so I can try yours 🐝

Shattered Reflections - Post Mortem

https://ldjam.com/events/ludum-dare/53/shattered-refelections

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WHAT WE MADE

For Ludum Dare 53 I worked with my friend Erin and together we produced a deductive mystery adventure game. I usually run solo so it was pretty awesome working with a team member again after a long time. I think it came together really well and despite a lot of hard work it was one of my least painful game jams in a long while. We even finished in under 48 hours where I'm normally always digging into at least the 3rd day of the jam

WHAT WENT RIGHT

Deductive Mechanic - The main mechanic of the game is inspired by Sherlock Holmes: Consulting Detective board game along with Curse of the Golden Idol. It lets the player solve the mystery whenever they're ready and the game is about collecting the clues. Some players where a bit shocked the game doesn't stop them from cheating, but in general people seemed to get it and were able to solve the mystery. I feel we got lucky here as we had no way of being sure people would piece things together without extensive playtesting.

Horizontal Slice - There's no AI art in the game, however during the early part of development I used AI to make temporary assets to act as placeholders for all the game's content. This allowed me to build a horizontal slice of the whole game while the artist was still in early phases. By the end of the 1st day the artist had done sketches of all the assets which then replaced the AI art forming our second horizontal slice. During the last day each time art was completed it was just a drop in replacement for the sketches already implemented. This workflow was super smooth and avoided any art implementation crunch at the end.

Tools - I worked with Adventure Creator within Unity. It's a toolset I'm super familiar with at this point and it allowed me to work super fast. I'm not keen on using game jams to learn new tools, I'd rather do that before the jam and spend my time in the jam laser focused on making the game. The only new element was the deduction panel which was the most complicated task of the jam and tbh it wasn't that complicated. This all made the development process very smooth.

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WHAT WENT WRONG

The Theme - I never complain about the theme. I think it's a common trope in Ludum Dare and I've always found no matter what the theme I can find something interesting to do with it. This time it was really hard, Delivery did not fit into the kind of deductive game we wanted to make mechanically so we initially had it be part of the narrative. However during the first day that part of the story was the most contrived and I didn't think players would get it so I had to drop the theme entirely. Also having played a lot of other entrants this year I think this is the first time I've seen the theme draw so many people to make such similar games. So I sadly do think Delivery was a bad theme.

Scope - I knew from a game design perspective I could only really build around 1 puzzle per day and so that's why the game has 2 puzzles. However the art requirements to support those puzzles were quite a lot. My team member Erin who was doing the art never complained however she had to work a huge amount solidly for 2 days to complete so many rooms and characters needed to deliver the game. Only at the end did she tell me how much her hand was cramping from so much drawing. In retrospect we should have done 1 puzzle in a smaller environment and just polished that more.

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WHAT I CONCLUDED

This was a great jam for me, I'm really proud of the finished game. It hit what I wanted it to do and it's a nice compact piece of storytelling. Sure there's loads more polish I could put into, I could spend another month trying to get it up to a commercial standard but I'm not going to. I think it stands on its own as a very nice game jam game. I'm now very much looking forward to LD54 and hoping I can work with Erin again on it.

https://ldjam.com/events/ludum-dare/53/shattered-refelections

Sometimes bugs can be hilarious

While testing my game some users noticed that there are positions on the level where player points the gun to himself. So you can shoot yourself.

imageem2023-05-02/em11-44-22.png You can find those positions if you get closer to the house.

Some people might say it's a bug, but I think the character just really doesn't want to get back home. imageem2023-05-06/em12-13-17.png

If you want to shoot yourself, please don't do it IRL, better use my game: https://ldjam.com/events/ludum-dare/53/fck-consumerism

Play TIFY Boxes

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TIFY Boxes is a service that sends you personalized packages whose content you don’t know beforehand. This is a particular experience that one of the users of TIFY Boxes had, playable as a point-and-click graphical adventure.

Play TIFY Boxes: https://ldjam.com/events/ludum-dare/53/tify-boxes

Horror with delivery

This is a horror game with delivery! And it needs only 2 rates before 20!

https://ldjam.com/events/ludum-dare/53/museum-exhibits

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Music for the game jam in LMMS.

https://www.youtube.com/watch?v=APVnRHZOyyo LMMS was chosen couse it's free and there's a pretty large library of instruments and shared projects in one place at their site. mus.PNG

You can download this LMMS project here: LMMS.

Our game: Ice Break Delivery

Some thoughts:

Initially, the idea was to make a dynamic chiptune soundtrack. With that in mind, I made four small drafts to see which one would be the best fit for the game. But nothing was quite good. So, since I couldn't make anything enjoyable, the idea was marked as bad. And the next day I started a project from scratch, but this time without any specific genre in mind, just wanted to compose something unostentatious and "deliver the icy feeling" with music.

Thus, after half an hour of pampering with the keyboard, I settled on a simple 4-bar arpeggio in the F major key as the base melodic pattern and then just started adding instruments and trying different variations.

At that point, I already had not much time left, so as soon as the arrangement had acquired at least some holistic look and an acceptable duration, I proceeded to mixing, and that was kind of chaotic.

The whole composing and mixing thing took off about 4-5 hours, 10 with rejected drafts.

As a result, the track turned out to be shorter than I planned and breaks off without looping; quite a lot of players called it repetitive, and I tend to agree with them. However, in general, I am rather satisfied with the result.

And what do you think?

Play A mailman's nightmare!

You're a Mailman that needs to deliver one package. It should be simple, but you lost your truck in a accident, so you need to go through a magical forest. Good luck.

Play it here (https://ldjam.com/events/ludum-dare/53/a-mailmans-nightmare)

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https://youtu.be/jalFayAFxFY

How many bugfixes is too many?

In the official Ludum Dare rules, it says that small bug fixes are allowed after the submission date, provided they don't add anything new. I've already taken advantage of that for these purposes: Screenshot 2023-05-06 065252.png Now, basically every comment on my team's game is saying that it's too easy. That is understandable, as we didn't do much balancing, and the final boss has the same amount of health as one of the basic enemy types.

I would like to fix this, and rebalance the game, but I'm not sure if that would be considered an excessive change. Do you think I could do that? Permitting us to change the uploads after the fact is done in good faith, and I don't want to abuse that power, or be disqualified.

Share your paper drafts!

I belive most of you lay out some ideas on paper first: levels, designs, math calculations. For me, these are one of the most adorable parts of game development (I still have on me my very first paper with code testing for first game from 10 years ago).

Would be very interesting to look at your sketches and chaotic calculations for this gamejam :D

Here are mine:

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And here is the finished product (sped up for convenience): Level 3 Final.gif

(You can play my little arcade puzzle DETOUR here: https://ldjam.com/events/ludum-dare/53/detour )

Firelore: First Fate – A Post-Mortem

CoverBig.png Play it here: https://ldjam.com/events/ludum-dare/53/firelore-first-fate

Here are some thoughts about creating my LD53 entry.

I recently made a game called Robotherapy and realized that I don’t enjoy writing branching narrative. The game came out very linear, so I wanted to explore branching more.

The problem is that I just don’t feel motivated to write multiple branches. I end up with a favorite one and I neglect the other branches. It also bothers me that some percentage of players will never read a lot of the content. It feels wasteful.

So I wanted to try solving that problem with this prototype.

Thesis

Things I wanted to try out:

  • ALL the content is mandatory in a single playthrough. This way no writing is ever wasted, and I don’t have to worry about the player picking the “bad”, boring path.
  • Roleplaying is not too important. You don’t get to roleplay a character, you just explore interactions between multiple characters. There’s no main character, and no dialogue choices.
  • You can still pick an ending, so there is a choice.

I knew this was going to “fail”, I just didn’t know where and how. That failure would be my learning opportunity, so that's not really failure, right?

Before I get to what I learned, I’d like to say a couple of words about each character and what function they have in the game, what problems they solved, the process of writing them and where they came from. You can skip this if you don't care about the writing process and want to know more about the design only.

Characters

generator.png I used a random generator I made in Google Sheets to give me some ideas about the characters. First line is the Painter, then the Soldier and the Elder.

The Fater

If there’s no main character, and all content is mandatory (thus no choices, except for the ending), then who is the player? The Fater came in to solve this. A good old silent protagonist who could stand outside the story. All characters are referred to by their professions inspired by Andrei Tarkovsky’s Stalker, with its Writer, Professor and Stalker characters.

The Teacher

The Teacher is a tutorial turned character. Rather than talk directly to the player as the developer, or as the game, I could use a more immersive voice, which was the Teacher. He definitely grew into a strong character in his own right, I think. And some of his lines were the most fun to right. Which is good, because he has a lot of them, way more than any other character. His sass was inspired by Cormo from Where Birds Go to Sleep.

The Painter

Hey, that’s me! Well, they’re all me, I wrote them, but the Painter is the character that’s most personal to me. He was the easiest one to write, but he also ended up a bit boring and hollow, since he didn’t have to work very hard for his place. Unlike the next character!

The Soldier

I struggled with this character, but I think they pulled through. I remember a moment when I was trying to write their scene with the Elder, and I thought “damn, they’re just not as interesting as the Painter”. But that’s what gave them a much deeper backstory than the Painter in the end. The Soldier needed to become deeper, and he did, and this newfound depth also gave depth to their first scene with the Painter. Instead of just a boastful, aggressive soldier, he became someone in denial and in pain.

The Elder

This character came straight from a Dostoevsky novel I’m reading, The Brothers Karamazov. But he’s also a distillation of Russian literature, and it’s no coincidence that he has Tolstoy’s long beard. There’s also a mix of Buddhist wisdom in him, as I was doing a course with Yongey Mingyur Rinpoche, a Tibetan monk, during the jam.

firelore_notebook.jpg Generating ideas in the trusty notebook.

Antithesis

Things to try for the next time, based on what I learned:

  • Focus on immersion over anything else. That’s what’s really important for a game like this. Immersive audio, visuals, writing and pacing are what the player interfaces with. The branching is secondary. You can’t solve lack of immersion with a unique approach to branching.
  • Start with the music. I’ve been listening to a lot of podcast interviews with game directors and one thing that struck me is that games can start with the music. What a wild concept! I usually make the music last, and it was the case for this prototype. But starting with the music gives you a tone from the start, and creates immersion from the get-go. Maybe.
  • Write as if everything will be read, but do not show everything to the player. Unfortunately, I don’t think you can tell the player “yes, you saw this scene, but it didn’t happen”. If they saw it, it happened, in a way. Players want to be locked out of content. That's how they feel that their choices matter. This was a surprising discovery to me. If you show them all possibilities in a single playthrough, they feel like they had no choices. And the only way I see of solving that is to not show some of the content. I'm curious if others have different solutions, though!

screen005.png The non-branching branching.

Conclusion

There are two directions I could see me taking this prototype:

  • Go all-in on the parallel timelines design. Use meta-narrative extensively, set up and break expectations, add more meta-characters such as the Teacher and so on.
  • Pull back from the innovation and try something more traditional, allowing more time to focus on immersion instead.

I’m leaning more towards the second one. It’s not that I hate the first, but there are just too many complications there. It triples the work: there’s the story, the meta-story and also the relationship between those two. And that takes away focus from what’s really important: immersion. In the world, the story and the characters.

Well, those are all my reflections for now.

Thanks for reading!

Or, as the Teacher would say, thank you for seeing.

If you haven't yet, you can play & rate Firelore here!

Asset Pack Hive

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Released the assets from the game. You can grab them for free on sketchfab : https://sketchfab.com/3d-models/low-poly-environment-pack-from-hive-eddf5a23332243f4b5087304a5f56f16

If you wanna check out the game: https://ldjam.com/events/ludum-dare/53/hive

Playing LD Games on Stream

Hey all, no submissions or queue today; I've already got almost 30 games on my "to-play" list from friends and community members I've gotten to know over the last few years! Feel free to join and check out some of the awesome games made by the community ♥ Starting very soon!

https://www.twitch.tv/honestdangames

The games on my list include: https://ldjam.com/events/ludum-dare/53/5-star wendel

https://ldjam.com/events/ludum-dare/53/moving-in krass

https://ldjam.com/events/ludum-dare/53/lucky-lefty-loves-letters snail

https://ldjam.com/events/ludum-dare/53/delivery-cannon xeke

https://ldjam.com/events/ludum-dare/53/drone-diner-dash lex

https://ldjam.com/events/ludum-dare/53/hermes-express javasaurus

https://ldjam.com/events/ludum-dare/53/rocket-lawnchair-2-baby-deliverydoo jits

https://ldjam.com/events/ludum-dare/53/treats-inbound rickylee

https://ldjam.com/events/ludum-dare/53/mouth-feel coleslaw

https://ldjam.com/events/ludum-dare/53/juggle-mail kuvi

https://ldjam.com/events/ludum-dare/53/rogue-n-royal bauk

https://ldjam.com/events/ludum-dare/53/giggle-groove badcop

https://ldjam.com/events/ludum-dare/53/dantes-delivery-service rincs

https://ldjam.com/events/ludum-dare/53/deliveregg Tricky

https://ldjam.com/events/ludum-dare/53/cube-runner Boats

https://ldjam.com/events/ludum-dare/53/package-punk Pomo

https://ldjam.com/events/ludum-dare/53/air-shipping Lang

https://ldjam.com/events/ludum-dare/53/deliver-to-whence-you-came cahm

https://ldjam.com/events/ludum-dare/53/night-rider-noms lana

https://ldjam.com/events/ludum-dare/53/holding-out jeremy ryan

https://ldjam.com/events/ludum-dare/53/mailman-madness andidebob

https://ldjam.com/events/ludum-dare/53/hover-bites tobugis

https://ldjam.com/events/ludum-dare/53/hat-game Marc (requires assembly!)

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

https://ldjam.com/events/ludum-dare/53/airtaxi bixarrio

https://ldjam.com/events/ludum-dare/53/spaced-1 holtzyy

https://ldjam.com/events/ludum-dare/53/the-ferryman lomby

https://ldjam.com/events/ludum-dare/53/delive icylava

https://ldjam.com/events/ludum-dare/53/crash-courier ategon

https://ldjam.com/events/ludum-dare/53/i-do-extra-good flightyfelon

https://ldjam.com/events/ludum-dare/53/why-deliver-y aurel

https://ldjam.com/events/ludum-dare/53/disk-dasher siraeron

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Play a mailman's nightmare!

You're a Mailman that needs to deliver one package. It should be simple, but you lost your truck in a accident, so you need to go through a magical forest. Good luck.

Play it here (https://ldjam.com/events/ludum-dare/53/a-mailmans-nightmare)

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https://youtu.be/jalFayAFxFY

PlayTest

If anyone wants a playtester, feel free to comment here.

And welcome to play my game as well.

Imagine...

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Imagine minding your own business in the waitingroom of the hospital, and this guy approaching you.

“Pss… Psss…. Hey… Wanna have a baby? I have one right here! It can be yours”

Before you can react, he shoves it in your hand and runs away yelling: “His.. Euh, her name is Ella… No no.. I mean Stephanie. I lost the book ages ago! See ya!” *hysterical laugther*

====

This guy just had a long shift and was left over with some babies. He is burned out. Try not to be that guy in our game: BURNOUT

https://ldjam.com/events/ludum-dare/53/burnout

Obligatory Post About Playing Games

As per usual with the laws of Ludum Dare, 'ere is a post about playing games!

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Last week we all decided to be crazy and make a game under 48/72 hours, and mine being Hazard Saviour. A silly question of what if you took a Metroidvania and blended it with Crazy Taxi? If ye fancy playing that experiment you find here: https://ldjam.com/events/ludum-dare/53/hazard-suviour

(I also did a post jam breakdown post which ye can read here: https://ldjam.com/events/ludum-dare/53/hazard-suviour/hazard-saviour-post-jam-breakdown

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I'm going to be blasting through and playing as many awesome games this weekend and Monday and giving them a rating and a comment, (the most fun part of LDjam for sure!) So feel free if you want to play and rate me game, I'll be sure to also come and play yours too in good true Ludum Dare fashion!

Hope everyone has recovered from the hectic nature of last week <3 Take care all, and remember to stay hydrated!

Are the rules clear?

Playtesting during game jams is tough.

You play the game a lot, naturally, you check the balance, catch bugs and most importantly assess if it's fun. But, your mind is spoiled - you know the exact game rules - you've gamedesigned and programmed everything after all. But players won't magically know those rules! If you have complex mechanics that seem obvious to you, they probably won't be apparent to players.

We've made this mistake again this time, and a really bad one at that. Our game is a sea trading simulator (you can play it here) where you need to stockpile food to sustain your crew during lengthy voyages. We created several food types, some of which last longer and are more effective - for example 10 Meat will last longer than 10 Hardtacks. But, we forgot that the player starts with only Hardtacks and it's not clear that other options exist! To make matters worse one of the food types is Rum, and you certainly don't expect the crew to stave off hunger by merely drinking Rum.

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So what happens is - there is a food rotation and sometimes there is no Hardtacks available to buy on the map - only Rum. And you'll just die if you don't know this secret! Since everyone on the team already knows it - the problem goes completely under the radar - especially when you have so much to do - polishing, balancing, and fixing bugs.

This is the lesson we learn almost every jam - to brainstorm the question "Are all of the game rules clear to the first-time player?". How do you tackle this problem? :)

Stunning Early Concept Art Reveal

Wow, that's really something,

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Play the HTML5 game here: https://ldjam.com/events/ludum-dare/53/deliver-the-baby

Postmortem Blog?

So, I've only been in 2 game jams, this one and Brackeys 2023.1, and I feel like I've gotten a bit better. The brackeys game jam had 1 week to finish the game, and mine was unfinished lol. Out of 738 entries, it was 445th overall. Highest rating there was the theme, 231st, said theme being "An end is a new beginning". I did take like 3 days off during that jam for personal reasons, but I still felt really bad that I had a week and I had an unfinished game. Now though, with only 3 days for Ludum Dare 53, I actually have a finished game. Yeah I cut some corners, didn't add any music, couldn't draw the city the game takes place in, but it was actually finished. It has a working gameplay loop that you can play over and over again to get a higher and higher score. It has what I feel is a unique and fun mechanic too. So, I feel like I've really made progress, however little it might be, going from an unfinished game in 7 days, to a finished one in 3.

That being said I feel like I could've done things better. My game is Delivery Cannon and in there you pick up packages and shoot them out of a cannon to houses that need them delivered. It's a top down shooter and is pretty simple, but I made some mistakes in the basic architecture of the game along with poor game design that made some bugs and limitations that didn't need to be there. For one, I made it so that every package knew which House requested it, but that meant if a house had timed out, the package could still be shot at the house that requested it, and it would still give points. And whenever the player picked it up it was put in an inventory, and from there it actually stored a list of the package's scriptable object which is what I used to make them, and a list of the requested houses, and made sure the indices of each list were the same so that when you switch items, they would be the right package and it would assign the right requested house when you shot them out. The only problem with that is that it made it impossible for me to check if the house had timed out, so yeah. Basic programming mistake.

I also made some mistakes when drawing the visuals. I chose pixel art but it was like 256x256 and 128x128, after doing my own research it turns out those are really high resolutions for pixel art, and I chose relatively simple items to draw. So the outlines I put disappeared when you zoomed out, and it was also hard to see. I'm going to be going to a little vacation to see family next month, so during that time I will take the time to become a better artist, to try and draw things, I'll be on a beach so it should be easy to draw scenery, like the palm trees and coconuts. I really need to make the games I want to make look good, especially since I want to make it big in the industry, someday start up my own triple a company, and for that I need a lot of money, so having a hit indie game is necessary. And like, if I want the game to be a hit it has to look decent, doesn't have to have realistic graphics, just needs to look ok. Undertale and Stardew Valley look good, they have pixel art styles, and they're some of the most popular indie games out there, so yeah.

I also could've done better game design. Instead of having each house request a package which would be spawned, I could have spawned random packages, or set up a station to acquire packages of a certain type, and try to match those packages with what a house was requesting. That would've been more fun I think, and maybe easier to implement, since I wouldn't need to track another list of houses and packages that needed to be delivered. It also would've solved some bugs I mentioned earlier.

But yeah, I'm just, thinking about this jam. Funnily enough, right after the submission deadline for the jam, my exams were up, so I had to cram and cut corners for that, just so much going on this past two weeks. From the jam to exams to all the homework I need to catch up on. But I'm glad that under this kind of pressure I was still able to churn out a finished game that was way better than what I made before. I still have so much to learn about game development, programming, sound design, art, and game design, but I feel like I'm making progress. I think at this rate I can really make something off my games in the next 10 or 15 years, maybe release my dream game. With this jam, being one of the more important events to happen in my aspiring career, because it's really the first game jam where I feel like I've accomplished my goal, at least getting 20 rates, and it's my second one too. I also got so much good feedback from the kind people who commented on my game, I made sure to go and rate their games too to return the gesture, give my own feedback for their games. I really learned a lot from this jam, and it has really inspired and motivated me to continue pursuing this dream. Just last month I felt like I wasn't gonna make it, that I wasn't cut out for game dev because my progress has been so slow, having started around December last year, making my own personal game in 1 month, then failing so bad at Brackeys 2023.1. But this one really gives me hope, really makes me feel like I've got what it takes. So yeah, that's about it for this blog, I don't really know what you should put in a blog, especially a postmortem one. If this was like a devlog I'd just list down changes and how I felt while making them, using it as an outlet to share my thought process and feelings behind the game. But this is more of a one-time blog, but that's okay, I don't write blogs much so starting now is good.

Anyway yeah, that's it. If you kept reading to get down here, thanks a lot, watch out for this name because you might be hearing it in the next decade or so. - Stellar

Playing & Rating Games on Stream!

I'll be playing & rating ludum dare games on stream starting now! Come join me at https://www.twitch.tv/ildfuglen

My Personal Top 8!

I've played and rated quite a few games from LDJam53 at this point. Here's a link to my personal blog where I post about my top 8 favorites! Check it out and see if there's anything I've missed.

LDJam 53

Which are your personal favorites? Any I've missed?

The Doldrums of Delivery: Final Thoughts

 

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A Twine-made, text-based futuristic tower-metropolis that is in dire need of getting parcels delivered to its robot-denizens. Get to work!

Warning: :warning: The things described below are slight spoilers. You might want to play The Doldrums of Delivery (web) before delving further, if you're interested.

1. :stopwatch: A Lack of Time and a False Start

Between a headache, errands, and a family birthday to attend, I didn't have a lot of time for this jam. I opted to explore some mechanics I had played with before, so I could rely on previous experience. Possibly addled on painkillers I started building a conversation system late on Saturday, which I discarded on Sunday morning before starting over entirely.

 


2. :notepad_spiral: Concept

I kept things pretty simple: delivery missions and a city to navigate. My thoughts went to a futuristic city inhabited by robots, which reminded me of Subsurface Circular, so I had a little mental frame-of-reference to lean on. I wanted to have robot encounters between mission-pickup and delivery where the player needed to overcome a skill-check, using a skill tree of social abilities. Spoiler alert: that didn't make it into the game. The skills (empathy, reasoning, and intimidation) just ended up as three bonuses that are used only at delivery of the parcel.

 


3. :map: Navigation

The layout of city isn't very complex: seven levels of a ring of 8 district surrounding a central elevator system, connected to the ring in two opposite directions that alternate in a counter-clockwise fashion as you ascend the metropolis, plus a single-room basement. To make vertical navigation a little less straightforward, there are two levels where the central elevator is blocked and access to the next level is in one of the ring districts.

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However, the navigation options are simply listed--they are not assembled in a little keypad-like direction panel like you might expect with compass directional navigation. I had done a similar thing in my entry for LD52, I Require Human Parts, in which the player had to learn the layout as a natural challenge to overcome, without me having to do any coding for it. That game had 14 rooms, however, whereas this one has 64 locations. So if you're not adept at mentally mapping an area--which lots of people simply aren't, I do apologize--then navigation is kinda hard mode.

 


4. :robot: Enter ChatGPT

Given there are 64 areas for the player to navigate, I decided to try and use ChatGPT to describe these locations for me.

Can you give me a list of 10 "Entertainment & Leisure" districts with one or two sentence descriptions? Please note that only robots live in the metropolis.

This turned out great as a way to quickly generate first-draft ideas and even a good number that I could just paste straight into the game. Perhaps half of the results were directly usable ideas, of which half required only a little editing. What impressed me was how well it remembered these initial ideas in the conversation; at the end of development I decided to use my robot encounter idea to implement some quick NPC-style dialog to make things feel more alive, where robots simply make a random statement at you, and you answer with a random dismissal. As an example, ChatGPT remembered that it had suggested a Robo-Sports Arena district, and suggested "I heard the Robo-Sports Arena is hosting a championship game later today!"

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5. :trophy: The End Game

I snuck a suggestion into the intro of the game to try and level up the player's social skills evenly. This was probably not enough for most people to realize they needed to get a +3 bonus in each of their social skills in order to unlock a final mission that leads to the victory screen. Going back to what inspired the robot city, I put in a little Subsurface Circular-related moment at the very end.

 


6. :sweat: Regrets (I've Had a Few)

It's hard to truly be disappointed when you're going in with little time, and a playable game still ends up coming out of the experience. I really wanted to get more of a social abilities skill-tree with some practical application going. I wanted more meaningful, branching dialogue. I wanted more districts in the city to have a usable purpose.

Having to successfully deliver 9 parcels and distribute the experience points correctly in order to unlock the end game was probably too much of a threshold before most players might get bored.

What this really comes down to is wanting something beyond a proof-of-concept, or minimal-viable-product; the age-old story of game jams.

 


7. :balloon: Celebration

I at last managed to understand and successfully implement arrays in Twine. I am not a real programmer, I just futz around with nested if-statements most of the time, so learning and correctly using a new thing made me do a little weehoo!

All that said, I managed to complete my 18th consecutive Ludum Dare entry, and I am happy with what it turned into given the circumstances. If you made it through all this, and decide to give the game a spin, have a look over here. in any case, thank you for reading!

 


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Made only with opensource

(:exclamation: Amateur's opinion)

My personal achievement for this jam is to have made a game with only open source softwares.

I'm pretty happy, that I :

  • replaced FL Studio by Ardour :musical_keyboard:
  • replaced Unity by Godot :computer:
  • replaced Photoshop by Blender :art:

And surprisingly it was ~~simple~~ not so complicated, really. My hard drive even gained space!

Where I thought I would gain in frustration I finally felt a greater ease of creation.

Blender for 2D with their new grease pencil tool was really incredibly powerful . The tool gives me the possibility to make animation super fast like that: bonhomme.gif But also to make my usualy static prop more alive by applying noise like that: arbre.gif In my opinion it's adding a lot of life to the world with only one button

In the same way, transform a 3D object in Unity to a sprite would be stupidely complicated (it is not made for) in Godot it took my few clicks. scoot.png scoot3D.png


If you want to see how it's look like please be my gest: a round tooks 100 seconds ^^ https://ldjam.com/events/ludum-dare/53/ld-pizza give it a try

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Post Haste - New update!

Hey Folks :wave: Thanks for all the feedback so far! One of the biggest issues people are facing is with the camera sensitivity. We've just pushed an update to address this.

If you haven't seen it yet, here's Post Haste:

https://ldjam.com/events/ludum-dare/53/post-haste

A challenging 3d platformer where you play as a forgotten package trying to make it's way to the loading bay before the truck leaves :rocket:

I want to play! (DAY 1)

Hello jammers! I have a day off today, so throw your own or other people's games in the comments, I want to play something interesting (I'll leave reviews by itself). Well, if you want, you can go through our project (https://ldjam.com/events/ludum-dare/53/enerail). Good luck to all!ZUfL3DXLUGg.jpg

Long level with checkpoint or single short levels?

Hello folks, I have a quick question for you. What do you think is better? One long level with checkpoints or rather several small levels? (Platformer)

I like to learn how to improve my games and workflows and would like to know the general opinion.

I have been made aware of this in my game and I think it is justified to make small levels. But I would also like to know the pros and cons.

Leaderboard update!

Unwanted Postman has now an updated version with online leaderbord on itch.io!
It's the best time to check it out!

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Challenger's Approach

There --> https://ldjam.com/events/ludum-dare/53/super-buffed-delivery-service meme2.jpg

Playing LD53 games live on twitch!

We are testing games on twitch!

Come and suggest your game! :red_circle: https://www.twitch.tv/tobugis

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Hello World

Please check out my game.

https://ldjam.com/events/ludum-dare/53/lord-of-hosts

Just need two more votes for audio. Get it to run in a hypervisor, try it for real.

Feathered Envoys v0.6 - Added more events and quality of life improvements!

To celebrate the latest update, players will be able to put their own pigeons in my game!

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New features: - More Events, - Improved text events and outcomes - Tip of the day to help players understand what the game is all about.

https://ldjam.com/events/ludum-dare/53/feathered-envoys Go on my game page and download the pigeon template. Upload it in a comment and I will add it to the pool of pigeons you can get in Feathered Envoys!

Currently Working on: - Save system so you will finally be able to close the game and pick it back up later. (Almost Done!) - Pigeon love. Some actions will increase the pool of love. You will be able to spend love point to temporarly boost, events or resurrect a dead pigeon. - Two steps events. (Once you are in an event you will be able to make more choices or use boost to change the outcome. - Areas of the kingdom. Depending on where you are going, the actions will change. - Unlockable Events. Each Map zones (30 in all) will unlock a special event once you connected it. The event will be available in the following game runs. - Difficulty.

Reviewing YOUR games on stream - FINAL PART!

It's the final day that I'll be reviewing Ludum Dare games on stream! If you still haven't gotten enough ratings, or want to see someone play through your game live, then get over here! I’ll be critique live and then rate & comment on their pages after the stream. Hope to see you there!

Join me on Twitch!

Are You More Likely to Play Games With The HTML5 Logo on its Cover art?

A while back someone suggested in the Ludum Dare posts that we should put the HTML5 logo in the cover art of our games if they support being played in the browser. It was stated that this is important to some users as the only way they can or will play Ludum Dare games is through the web browser.

In my case, I'm concerned about people shying away from checking out homebrew console games if they have a game console label or logo in the cover art like I do for my game jam game linked below.

https://ldjam.com/events/ludum-dare/53/claw-express-ds

So would that no longer be a deterrent to you if I just included the HTML5 logo in the cover-art for all my future Ludum Dare console games? So long of course if I have a web browser playable method for the game.

Or does it not matter to you and you would still click on a game jam game with the console label even if you didn't know other play methods would/could be provided than playing the game on its intended hardware?

As a workaround, I know that I and other console game developers could simply omit the console label from the cover-art but I feel that would take away some of the nostalgia appeal and uniqueness factor for checking out the game.

Thank you for any input you have on this!

Post-jam updages and postmortem

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Check the submission page for links and changelog

https://ldjam.com/events/ludum-dare/53/my-flavor-ite-kidnapper

This jam was wild, it was my first (successful) jam and also my first actually finished game, lots of first times. I lived for this jam, waking up straight to the game and working on it until late at night. I was planning lots more for the jam version but didn't manage to do it all, but still, I'm very happy with the result of the jam and will participate in the next one for sure.

I was planning on adding sound but kept leaving it to do later, and in the end, I didn't add it, So what was learned is: don't neglect sound and try to finish the main ply loop as soon as possible so you can play test it. I think my scope was ok, but still, next time I'll try to keep it as down as possible, although it wasn't as big, there were lots of things I planned and didn't manage to make.

After some much-needed rest and I finally had time to playtest the game, although there weren't many bugs there were some huge game-breaking ones, finally, now it's (mostly) everything fixed. I plan to keep working on it, so stay tuned if you liked it.

New day, new rates delivery!

Hey everyone! Are you ready to take to the skies and deliver some packages and try to complete it?

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Sky Drop

Drop the boxes in my game and your game links in the comments and I'll try to play as much as I can!

At the moment I am trying to rate all the games from the comments in my game, and all in this post will be in my list too!

Have a nice rating day!

Wow, 20!

Huge thanks to everyone who played and rated Asteroid Outlaws so far!

Thanks to you guys, we've managed to hit 20 votes in what feels like no time at all! Just wanted to express my appreciation for your time and willingness to check our game out.

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If you haven't tried Asteroid Outlaws yet and are interested in doing so, you can find it here. It's playable on WebGL, Windows, Mac, and Linux! :smiley:

Little known fact

We personally deliver our game every time someone clicks the link.

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How did the game load? That's us, our delivery guy sent it when you pressed start.

Super Buffed Delivery Service

(Don't worry about clicking the link, he loves his job).

Response for DETOUR was outstanding: I cannot thank you all enough!

When I was going into LD-53, my first ever gamejam, I didn't know exactly what I would get out of it. Will it be new Godot skills? Fun from brainstorming ideas? Excitement from being completely in the flow for three days? Playing other peoples' games and finding hidden gems?

Well, it turns out that yes, all above, but there was one more, experience-defining aspect: overwhelming amount of positive and constructive feedback! After the first day, when everybody needed to play and comment others games, my game was also played and commented. And this was actually the first time I had my real game being played and reviewed by so many strangers. And, oh boy, it was so much fun! Serotonin level went through the roof! It's hard to explain this, but probably I don't even need to explain: I guess you all already know this and at least partially come for this feeling.

Also, I got a big reassurement of my skill at creating interesting mechanics and designing good levels. It's somehow 10 times more impactful to hear this from complete strangers than from friends.

For me, it is worthy to participate in future Ludum Dare-s even for this feeling of euphoria alone.

Here is our thanks for all those who already played DETOUR, and at the same time our in-game end card! We had no time to colour it properly, but it still has its own charm this way. :smile: End card.png

P.S. You can still play DETOUR, our little mixture of puzzle and arcade game, and it looks a bit like this:

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https://ldjam.com/events/ludum-dare/53/detour

Thanks for all the love!

We have received many good reviews and feedback from you and for that our team thanks you!!! We want to fully develop this game and release it for Steam with some multiplayer features.

If you haven't played the game yet feel free to check it out too: https://ldjam.com/events/ludum-dare/53/pack-it-up

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The Art of Mouth Feel

What is Mouth Feel?

Can a mouth feel? Can it do more than taste? Is it capable of love?... of lies? Is it the instrument from where our songs originate? Playing the notes of discord and weaving our symphonic deception! If we were to open our mouths wide enough could we see inside our minds to the engine apparatus that drives us?? Could you manipulate those wheels and pullies to create truth, alter time and chain the scrupulous hands of Fate?!!

No. It's a mouth.

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If our mouths could feel, they would feel what we do - proud to be a part of the LD community. This was another wild jam and everyone should be extremely proud of what they've created! We are also grateful to those who have played and rated Mouth Feel - tTTHHHaaaEEEeeeeENaKa EEUUUuu! Also don't forget to keep playing games in the danger zone to get as many teams as possible into the final scoring! Keep on Jammin' y'all!

The Keyboard Cowboys :pointright: :cowboy: :pointright:

Only one review left!

Only one review left so my game is scored!

play it here: https://ldjam.com/events/ludum-dare/53/a-mailmans-nightmare

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Looking for Games!

I’ll finally have some time these next few days to get around to playing a bunch of your games! I prefer web stuff, but Windows builds are ok too. And if you feel so inclined, my game is here: https://ldjam.com/events/ludum-dare/53/stork-serenity

Thank you for all the reviews!

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At first, The Box Baby appeared to be a risky bet: we wanted to make a game with bold humor and twists, what you get is not what you came for. Not everyone is fond of this kind of surprises, and we had to seriously consider to make the game more regular, to water it down slightly. But in the end we chose to make a game that fully matches our desires, and frankly the game is a success!

We received many comments of people who loved to constantly be surprised with wacky twists and absurd humor, and for that, thank you! Of course, some people did not like the tone of the game, but that is a risk we were willing to take, and the vast majority of comments seem to love the game.

Moral of the story: Be bold and make the game you want to make!

Simulating water in Days on the Lake

In my game for LD53, Days on the Lake, simulated water plays a central role in the visuals. Check out the gif below!

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The wake behind the boats in that gif is entirely emergent! All I'm doing is simulating something like "water" and making splashes!

I'm going to try and do a high level explanation of this, but if there's interest I'll come back and show more of the low level stuff I used to make this happen.

This simulation is done entirely on the GPU! Because I wanted to export to web, I had to do this in a texture, rather than in a compute shader, but this makes explaining what's happening easier.

You can imagine there's a hidden texture behind the water where each pixel is the height of the water. Additionally, I have another texture where each pixel is how fast the water is moving up or down at that location. A little sample of these is shown below.

Capture.PNG This is the height of the water, lighter is higher

Capture2.PNG This is the up/down speed of the water, lighter is more up, darker is more down

These textures are the things that I simulate the water in! What I do is for each "simulation tick" (I do 8 in a frame), I render to the texture again, reading off the last tick's result. What I do when I read off that result is a bit math-y, but I hope it's understandable to some of you.

There's this thing called the wave equation. It's not a "normal" equation, it's a differential equation. In other words it tells us how changes in different things relate to eachother. In this case, it tells us how the change in height of the water over time relates to the change in height of water over space, or in math terms: Capture.PNG

We'll get to that "c" term later (it's related to the c you think it is!), but first, let's talk about the weird symbols. The one of the left means the acceleration of the height of the water over time, and the ones on the right means the change in the change of the height of water over space. I said that right, it's kind of a double slope! To solve this, I pretend time is these little steps instead of continuous, and estimate what the change of the height of water over space is by sampling my texture at different points. It's just like finding the slope of a line, but twice. You can ask what the slope is at one point, and then another, and ask how they change in between the two points. That change is what we want!

So that's the weird symbols, now how about c? That's the speed of wave propagation. In the electromagnetic field, that's the speed of light! Here, it's a little weird. Water's speed of propagation changes based on how long the waves are. Minute physics has an incredible video about this here: https://www.youtube.com/watch?v=95sQcSulRFM. Definitely check it out! Basically, we have to estimate the wavelength of the water pixel we're on to relate it to c. I did this during the jam by trying to fit a curve, and I came up with this 5 \* sqrt(abs(slopeOfSlope)) + abs(slope). It doesn't really make sense, and it's a bad estimate, but it's something! I'm not really sure the right way to do this, but it's important you do something here I think. Relating this to c is just sqrt((gravity \* wavelength) / 2 * PI). Now we have everything to simulate the waves!

I'm kind of lying here. Water surface waves actually follow something closer to a stokes wave: https://en.wikipedia.org/wiki/Stokes_wave. However, simulating stokes waves are way harder than simulating normal waves, so I kind of played with adding other things to my simulation that were far from the full one, and came to just using slope squared, to help shape the wave. This made steep slopes fall faster, which I think helps.

I also added damping and a "restore" force. You can think of these as slowing down the up/down velocity, and forcing it to return to 0 eventually. Damping is kind of real, waves don't just bounce back and forth in a body of water, dispersing forever. Their energy gets sapped off by friction, with the bottom, with air, maybe even internal friction. The restore force is kind of questionable. Basically, a proper wave equation is perfectly conservative, it doesn't make or take away any extra mass. There are several issues with this - I'm doing a modified "faked" wave equation, I'm taking pretty big and inaccurate steps in my simulation, and my splashes aren't perfect. Because of all this, I make the simulation bleed off height until it's back to zero all of the time, and I recommend most game simulations have some sort of term like this, to make them more robust.

To make the actual splashes, I just draw textures over the water texture. Boats make splashes based on their speed. Canonballs make big splashes because they're canonballs!

To make it pretty, I had to shade it as if it was a real surface, with height and everything. Sadly, that's all kept in that texture above, so I had to fake it. To do this, I reconstructed the position of the water surface by sampling it, and used the GPU ddx and ddy functions to figure out its slope. These functions are built in, and tell me, just as I manually calculated before, how much the position changes in the two directions. Using these, I was able to build a normal vector, and did a variation of blinn-phong lighting: https://en.wikipedia.org/wiki/Blinn%E2%80%93Phongreflectionmodel. Water is kind of weird, so I modified this too. Basically, I made the diffuse term (what makes something have color) really transparent, added an "ambient" color, and made the specular power really really high! I also grabbed the texture behind the water - the ground, and distorted it based on the water's normal That's what gives the water edges the funky look!

In unity, I do all of this through custom render textures, but it's not super hard to implement on your own, and a really fun project.

I hope this was at least mildly educational. Have fun boating!

CHECK OUT PART 2 HERE: https://ldjam.com/events/ludum-dare/53/days-on-the-lake/part-2-days-on-the-lake-water-tech

Challenge Your Emotional Intelligence

Tired of delivering pizza, post, and packages? Give your fingers a break and exercise your emotional intelligence. Verses & Vibes challenges you to interpret a poem through different lenses as you record your own orations and listen to those of previous players.

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Another round of feedback/ratings LIVE

Hope to see you around! People in chat will get their games prioritized!

https://youtube.com/live/KqEGw8gkvpU?feature=share

Post jam version with Controller Support and QoL Improvements

The main critical feedback we've had about Elevander of the Emu Express has been that our little chicken is too hard to control! Whilst our intention was to make a "challenging control scheme" that strayed from typical platformers, we have put together a post-jam version with controller support and some quality of life changes that may help with the learning curve.

If you have a windows controller (PS4 doesn't work out of the box in Unreal Engine without us having the PS devkit sadly), you can use it during a level to control the chicken. We haven't updated menu's to work with controller.

Controls

  • A: Flap
  • X: Dash
  • B: Drop mail
  • RT / LT: Cycle mail
  • Left Stick: Jump/Dash direction

Post Jam Updates include:

  • Significantly increased stamina regen while grounded
  • Removed "stun effect" when hitting your head on a wall
  • Increased rate in which you can "flap" (jump)
  • Updated glide to have a consistent fall speed when flapping or dashing.
  • Attempted to fix mail duplication bug

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The horrors of making a game running in Microsoft Paint window

Hey all, I’m Sodoj and I made Commutator, a snake game you can play in your Microsoft Paint window!

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Last night I discovered a huge oversight in my game when @tyrannas mentioned in my comments that their game didn't really work. After some troubleshooting and tinkering with the source code, we realized what was causing the issue: their Windows was in French! Sacré bleu!

Now, in order to explain why that matters, I first need to explain how the game works. When you download Commutator and run the script, the game firsts open up a Microsoft Paint window. When the window is open, the script looks for the window called "Untitled - Paint", which is a default name of MSPaint window in order to focus it and maximize it. This is super important because I need to have the elements of the window such as brushes, brush sizes and canvas on the exact spots, so I could later choose the pencil tool, set it's size and, most importantly, define the boundaries of the game board. There are no hotkeys for picking brushes and canvas is not it's own separate window, so I had to: - measure where pencil tool and brush size were, - measure the offset from the top/bot and left/right side of the canvas, - use the button combination (Left Alt + F, E) to open up Properties and set the canvas size - script the mouse movement pointing to where the pencil tool is, - clicking, - pointing again to the spot where the brush size is, - calculate where the canvas is by taking the offset into the account.

After all of that, the game draws the cute little border around the board and the game finally begins.

The code for this behavior is rather simple:

```python pyautogui.hotkey('win', 'r') pyautogui.write('mspaint') pyautogui.press('enter') time.sleep(2)

mspaint_window = gw.getWindowsWithTitle('Untitled - paint')[0]

win32gui.SetForegroundWindow(mspaintwindow.hWnd) time.sleep(0.1)

win32gui.ShowWindow(mspaintwindow.hWnd, win32con.SW_MAXIMIZE)

pyautogui.hotkey('altleft', 'f') pyautogui.press('e') pyautogui.write('805') pyautogui.press('tab') pyautogui.write('607') pyautogui.press('enter')

pyautogui.moveTo(250,75) time.sleep(0.05) pyautogui.click() pyautogui.moveTo(393+247,9+74) time.sleep(0.05) pyautogui.click() time.sleep(0.05) pyautogui.moveTo(20+393+247,189+9+50) time.sleep(0.05) pyautogui.click()

cellsize = 20 score = 0 pyautogui.PAUSE = 0.035 pausechange = 0.001

def getcanvasposition(): paintwin = win32gui.FindWindow(None, 'Untitled - Paint') rect = win32gui.GetWindowRect(paintwin) x, y, w, h = rect

x_offset = 15
y_offset = 155
width_offset = 20
height_offset = 150

x += x_offset
y += y_offset
w -= width_offset
h -= height_offset

canvas_width = 800
canvas_height = 600
board_width = canvas_width // cell_size
board_height = canvas_height // cell_size

return x, y, canvas_width, canvas_height, board_width, board_height

canvasx, canvasy, canvaswidth, canvasheight, boardwidth, boardheight = getcanvasposition() ```

It's easy to guess where problems start to arise. In my infinite wisdom while I was developing this game, I assumed that no matter what display language of the system was, the Microsoft Paint window would always be named Untitled - Paint . Needless to say, that wasn't the case c:

Now, this problems seems very easy to fix, just search for the name of the process (mspaint.exe) and find the window that way. And yes, while this solutions resolves that issue, @tyrannas and I have discovered much bigger issue.

The layout of the MSPaint toolbar, as well as hotkeys, are different for each language!

What this means is that with my caveman methods of setting up the game, I would have to code a specific setup for every language, which would mean installing a dozens of language packs, measuring the new layouts, testing out the quirks, checking for keyboard layouts in case WASD wasn't default and writing a shit ton of new code to accommodate for the changes...

... so I tried to do just that. And I failed miserably, stopping after the French and Spanish.

The French was easy enough to implement thanks to @tyrannas 's efforts, and the Spanish needed very little adjusting. The rest of the languages were a total nightmare: - German had a completely different hotkey combination for opening the Properties, which would additionally complicate the code - Russian and Ukrainian would not run the hotkeys at all despite my best efforts - Korean has a toggle between Hangul, the traditional Korean alphabet and the latin alphabet - ... and so on.

So what did I do to solve the problem in the end, as long as some other miscellaneous quirks?

  • I decided to keep the French and Spanish version with a support for French keyboard layout. The game now checks at the beginning which display language is on your Windows, and if it's not either English, French or Spanish, the message will be displayed notifying the player that their language is not supported. It sucks, but it is the best compromise I could come up with.
  • I am also checking now if the user is actually running the script on Windows 10. If not, then they also get the message telling them that their system version is not supported. I plan on changing that in the future by releasing the Windows 11 version when I get my hands on it eventually. Speaking of which, those who use Win11, is it any good?
  • I now check whether or not the screen resolution height is lower than 800px. If it is then I draw the canvas sized at 640x480, otherwise I draw the 800x600 canvas. This is because the 800x600 canvas size is too tall for some laptops and displays and it is the reason why the "Non Standard" version of the game exists. In retrospect, I should've done before, but as this post shows, I'm not really the sharpest tool in a shed sometimes :d
  • I decided to remove the border visual. Playing the game and watching my friends play, I came to the conclusion that it was unnecessary. While it looks cool and it adds some visual flair, it may create confusion as to where the borders actually are. I also don't have to increase the canvas size by a couple of pixels to account for the border line thickness.

The updated version is released on the itch page as a Python script called Commutator_Updated.py. I have decided not to build an executable since I don't really like distributing Python executables. I will also remove the old executables after the jam.

Thank you so much for reading this and thank you for taking the interest in my game! I realize this is not the best written blog post about the game, but I hope you managed to find it interesting!

Lost & Found - Windows version available

Hi all! We initially decided to only include the HTML5 build of our Delivery game made in Unity for the sake of simplicity, but have decided to also provide a windows version, which has vastly superior visuals. So the purpose of this post is twofold: 1. Promote the usage of our windows version for all that play our game (opposed to the HTML5 version). 2. See if anybody has any pointers for remedying lighting discrepancies between builds in Unity.

I've noticed other entrants with the same problem too, where lighting/shadows seem weaker or non-existant in their web build.

Firstly, here is our game running in HTML5. Looks alright, but could be much better. cat-webgl.PNG


And below is our game running on Windows. Notice the subtle and not so subtle differences.

1 - Check out the dashed circle around our cat. There is light emitting from his lantern (and also a spotlight on him as well).

2 - See how environment props cast shadows as Olive weaves between them.

3 - We have a dark fog -and some other settings- that help darken the distant background. This is more subtle than the first two.

catjam-windows.PNG

So if you're curious about our game and happen to be running Windows OS, please download our game for the optimal experience! We would also love to share any findings here about web build lighting settings fixes to help anybody else out that is facing similar issues.

Thanks all, have fun!

Postjam update for all the Michaels out there (and anyone else who likes sound)!

The Ancient Order of Michaels was made by just me. I was quite happy with what I was able to accomplish but I ran out of time before I could add audio or much feedback.

So, I worked a bit more and have just uploaded a postjam version complete with music, sound effects, more visual effects, and screenshakes!

Available on the web and as a Windows download!

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The original jam version is still available on https://ldjam.com/events/ludum-dare/53/ancient-order-of-michaels as well as on itch as a Windows download. Please use that for rating.

The Eyes of Odin are watching you, traveler.

A grizzled raven-master in the heart of war sends one of Odin’s fabled messengers to seek his aid.

Features an original soundtrack, voice acted cutscenes with English dubs, custom 3D assets, and an animated raven character controller. titleemscreen.png
Experience the immersion. intro/emcutscene.png
Be a bird. flyingemaround.png
Do a barrel roll. barrel/emroll.png
Explore the nuances of our pause menu. pause_menu.png

Play Eyes of Odin for Windows OS!

Special delivery

Go fast !

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And do a special delivery for our non customer !

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Play here !

Rush Delivery v1.2

I just wanted to let you know that I made some awesome improvements to the UI that I think you're really going to like. I polished things up quite a bit and added a bunch of fun animations and sounds to make the whole experience more enjoyable. I think the end result is totally worth checking out again! Let me know what you think!

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https://ldjam.com/events/ludum-dare/53/rush-delivery

Ill play yours if you play mine

Hi all Im playing and rating games for a few hours today, If you drop a link here ill give it a play, Ideally web games please. Please give mine a try too (Post jam version is up now with some minor fixes to stop the game breaking!) Thanks

Playing your games on stream

HEYO. WE GOT YOUR GAMES. AND WE'RE STREAMING EM. I DUNNO WHERE THAT THIRD PERSON CAME FROM, IT'S JUST ME.

Anywho, come join the strem, it's the first of this LD so I definitely haven't played your game (yet). We got no games in the queue, so just come on in and drop a link to ya game!

(Done now =P )

https://www.twitch.tv/justcamh

Travel through nebulae and deliver space pizza

Hello everyone!

If you would like to try a chill space-themed game where you must avoid obstacles, and deliver cargo to nearby space stations, then you are in luck! You don't need to rush anything, only during assignments.

Welcome to AstroFreight! title.png

Of Mice and Mail - HTML5 Version

We are proud to present to you our very first game, made specifically for this game jam.

screenshot.jpg

The Delhi and Veri brothers have their own unique way of managing their urban parcel delivery business. Today, what matters is efficiency, speed, and accuracy because that’s how the customer is satisfied !

Aim for the colored windows to earn more points. Bonus actions and combos can earn you more points. If the POLICE catch you, it’s game over! You lose ground by hitting obstacles or being hit by a parcel.

https://ldjam.com/events/ludum-dare/53/of-mice-an-mail

(HTML5 version available)

We hope you will have a fun time!

Day 2 of Playing Through LD Games (No Submissions, sorry!)

Hey all, no submissions or queue today; I've already got a large list of games "to-play" from friends and community members I've gotten to know over the last few years! Feel free to join and check out some of the awesome games made by the community ♥ Starting very soon!

https://www.twitch.tv/honestdangames

Games still to play:

https://ldjam.com/events/ludum-dare/53/rocket-lawnchair-2-baby-deliverydoo jits

https://ldjam.com/events/ludum-dare/53/mouth-feel coleslaw

https://ldjam.com/events/ludum-dare/53/giggle-groove badcop

https://ldjam.com/events/ludum-dare/53/cube-runner Boats

https://ldjam.com/events/ludum-dare/53/hat-game Marc (requires assembly!)

https://ldjam.com/events/ludum-dare/53/crash-courier ategon

Games already played

https://ldjam.com/events/ludum-dare/53/5-star wendel

https://ldjam.com/events/ludum-dare/53/why-deliver-y aurel

https://ldjam.com/events/ludum-dare/53/disk-dasher siraeron

https://ldjam.com/events/ludum-dare/53/delive icylava

https://ldjam.com/events/ludum-dare/53/holding-out jeremy ryan

https://ldjam.com/events/ludum-dare/53/mailman-madness andidebob

https://ldjam.com/events/ludum-dare/53/package-punk Pomo

https://ldjam.com/events/ludum-dare/53/air-shipping Lang

https://ldjam.com/events/ludum-dare/53/dantes-delivery-service rincs

https://ldjam.com/events/ludum-dare/53/lucky-lefty-loves-letters snail

https://ldjam.com/events/ludum-dare/53/delivery-cannon xeke

https://ldjam.com/events/ludum-dare/53/drone-diner-dash lex

https://ldjam.com/events/ludum-dare/53/juggle-mail kuvi

https://ldjam.com/events/ludum-dare/53/rogue-n-royal bauk

https://ldjam.com/events/ludum-dare/53/deliver-to-whence-you-came cahm

https://ldjam.com/events/ludum-dare/53/night-rider-noms lana

https://ldjam.com/events/ludum-dare/53/airtaxi bixarrio

https://ldjam.com/events/ludum-dare/53/the-ferryman lomby

https://ldjam.com/events/ludum-dare/53/moving-in krass

https://ldjam.com/events/ludum-dare/53/hermes-express javasaurus

https://ldjam.com/events/ludum-dare/53/i-do-extra-good flightyfelon

https://ldjam.com/events/ludum-dare/53/treats-inbound rickylee

https://ldjam.com/events/ludum-dare/53/hover-bites tobugis

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

https://ldjam.com/events/ludum-dare/53/deliveregg Tricky

https://ldjam.com/events/ludum-dare/53/spaced-1 holtzyy

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My first ever stream

I want in on the Ludum dare streaming action, so I set up my first stream

just submit your games in chat and help me figure out how to stream haha

https://www.twitch.tv/ausstein

DETOUR development: day 1 -> day 2 -> day 3

Thank god we had 3 days for completing the game, there is no way we could be proud to ship the game at day-2-state :laughing:

Day 1, no graphics, no delivery, just glitchy (trust me) rope physics and level designs "on paper": Day 1 (small).gif

Day 2, we already have some of the logic behind enemies, robot can deliver boxes, levels start to form: Day 2 (small).gif

Day 3, all sprites and necessary logic for moving enemies/restarting/progressing come together: Day 3 (small).gif

P.S. Sorry everybody who had seen this game on forum a couple of times already, I promise there is only one post left: technical one, about math behind the rope behaviour.

You can play DETOUR here: https://ldjam.com/events/ludum-dare/53/detour

Our dev team rating games right now!

Hello ld folks, we gathered with our LD team to rate your games for a couple of hours! We will also be giving proper feedback, so this would be a good chance for you to get ratings + actual good feedback which is one of the best things about Ludum Dare! :comet:

Of course we will plug our game here, since we need a few ratings as well. Hope you have a good time playing: https://ldjam.com/events/ludum-dare/53/geckos-deliverance

Maybe a full game?

I made my game "Neon Delivery" for Ludum dare 53 compo. After showing it off to some of my biased friends, I want true and harsh feedback on my game!

I thought about adding portals and gravity fields to the game but I would like people to tell me their ideas.

Thank you for reading and see you in September!

https://ldjam.com/events/ludum-dare/53/neon-delivery

Screenshot 2023-04-30 202544.png

STARTUK - ever dreamt of flying a taxi?

Take a seat behind the wheel of the latest innovation in flying cars: the STARTUK!

Enjoy a ride in our dizzying city, inspired by The 5th Element, infused with Crazy Taxi vibes.

Give it a try and rate us right here :smile:

https://www.youtube.com/watch?v=nfEbvh0ly6c