Ludum Dare 53 April 29–May 2, 2023

I dream of pixel art postcompo: generative AI in the browser

I've participated in many LDs, but this time round I made it really hard for myself! My goal was to create an AI and put it in a browser game. I decided on a generative AI that generates pixel art, because I am really interested in image generation. Being a total noob to Python and Pytorch, I had an insane weekend, and barely managed to publish something functional.

But is was a start. After another week of hard work, I actually managed to get a good result! I now have a neural network that reliably creates potion sprites.

I had to fix a lot of things before it worked well. I changed the approach, from GAN to denoising autoencoder, to denoising in latent space; I had to work around bugs and issues in Torch model export and ONNX; I spent a lot of time digging deeper into Pytorch and trying different things.

I started with a messy 16x16 pixel art dataset, created on day 1, which I cleaned and reduced to 8x8 to make it more tractable. When I finally got it to reproduce the sprites reliably, I realised that the sprites are not similar enough for generalization or creative variations. So I needed a dataset with a lot of similar sprites. I ended up using a hand-coded sprite generator to generate a dataset of 1024 12x12 potion sprites. The neural network managed to replicate these potions quite reliably, demonstrating that it can replicate the algorithm from just examples.

Potions generative AI demo

The original generation algorithm

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The halfway mark!

Looks like we just passed 50% of games having >20 ratings, conveniently at about the halfway point in the rating period.

I was curious what percentage of games actually hit their rating threshhold historically and it seems like, in the past few jams at least, the number is very consistently ~68-70%. (LD45 only had 60!).

There's a slight correlation between the number of entrants and the percent of games that meet the threshhold; that makes sense. Given that this LD is a bit smaller than some of the recent jams, I'd be curious to see if we even hit the 68 mark.

Forklift-em-up post jam build

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Read all the changes and new additions here :

https://badpiggy.itch.io/forklift-em-up/devlog/529004/post-jam-version

Deliver Inc Fixes!

We just pushed version 1.0.1 to the game post! Including physics changes to allow users to more easily access the game through the webgl build on browsers. Play it here!

Want to play my graphical adventure?

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TIFY Boxes is a graphical adventure with hand-drawn artwork and different endings.

You can play it here: https://ldjam.com/events/ludum-dare/53/tify-boxes

I still need to reach the required amount of ratings for the ranking so it'd mean a lot to me if you played it! <3

Post-Jam version for Machine Meltdown

Hi everyone, thanks again for all of your feedback and kind words. I spend a little time to fix most of the common feedback that I got. You can play the Post-Jam version on my itch.io page: https://stefan-funke.itch.io/machine-meltdown

Let me know what you think about the new version! :smile:

Please play the original Jam version here, if you haven't rated the game yet: https://ldjam.com/events/ludum-dare/53/machine-meltdown

Patchnotes v1.1 - Post Jam (2023-05-10)

  • You now respawn directly at the boss
  • Added animation when player was hit
  • Removed touch damage from the boss body
  • Make player invulnerable for a short time after getting hit
  • Added telegraphing to bullets / Don't make them target the player
  • Reworked boss attack patterns
  • Added boss intro animation
  • Balance adjustments (increased boss health, decreased player health)
  • Reworked key bindings
  • Removed the delay of the sword attack
  • Reduced sound volume
  • Small bugfixes

Still no music :laughing:

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The future of Critter Courier!

Hi everybody!

In case you don't know, we are the team behind Critter Courier, a game where you have to look for the recipient of a package only by the little directions you are given. :package:

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Thank you everyone for the valuable feedbacks you have given us for the last 10 days! :love_letter:

We are happy to announce that we are planning on updating the game while taking into account your feedbacks. Don’t worry, you will be able to crash into other cars really soon! :stars:

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Chirp chirp Please give us some feedbacks! Chirp chirp :bird: :bird: :bird: :bird: :bird: :bird: :bird: :bird: :bird: :bird: :bird:

While we're working on it, feel free to make some comment about what you think of Critter Courier!

Here is the link: https://ldjam.com/events/ludum-dare/53/critter-courier

Do you know how to play "Dinolivery", our LD53 entry ?

In Dinolivery, deliver gears to newcomers adventurers to help them overcome dungeons hazards.

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Here's how to play :

1 - Get items

Items will spawn on some locations on the ground. Find them, and pick them up by walk over it. GetGroundItem.gif

2 - Deliver gears to adventurers

Get close to an adventurer to stop him, then drag an drop the gear you want to put in his inventory. You can swap gears like this. GiveItemToAdvent.gif

3 - Let the adventurers do their job

Adventurer, now geared-up, will search for adventure within one of the dungeons. If they survive, their gears will acquire Essence gems corresponding to the dungeon one (Their displayed above each dungeons. They come in red, blue, yellow or green color) GetUpgradedWeapons.gif

Some adventurer will fail. They'll then resapwn at the tavern, losing all of their gear. SomeWillDie.gif

4 - Win conditions

In the bottom right corner are displayed win conditions. Fulfilled them to win the level. VictoryConditions.png

Grab gears from adventurers' inventory... LevelUppingTheRightWeaponsAndEssence.gif

...then put them within the tavern's chest. PutWeaponsInTavern.gif

5 - You won the level !

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Now, will you be able to beat the 3 levels ?

Click here to play to Dinolivery

Age of Mail Post-Mortem

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Introduction

I don't usually do post-mortem posts, but I think that this time around there's some potential to expand my compo entry, Age of Mail, into a real game. So first, I think I should reflect on what went well last weekend and what didn't go so well.

Age of Mail is a 2D mail delivery game set sometime during the "Age of Sail", wherein you control a mail ship and must deliver mail and packages to various locations around the Caribbean. The main gameplay loop is somewhat lacking as I mainly focused on polish this time around, but we'll get into that later.

I was honestly expecting Cartography to be the theme this time around, so before the jam started I was throwing around the idea of a sailing game where you would be filling in a map by sailing around, which ultimately led to the style I chose for this game. When it was announced as Delivery, I actually had an idea for once so I decided to alter what I had to fit the theme and chose to deliver items by sailing between locations, the Caribbean was the obvious choice to emulate for the setting.

If you haven't checked it out yet, feel free to give it a look here

What Went Well

Overall, I think the game came out really well. As I said, I focused more on creating a polished experience this time around rather than working on really solid gameplay.

  • I think this entry shows off some of my best art so far - now that I'm really comfortable with Aseprite, I was able to focus on pushing myself and working to achieve a cohesive style. I wanted to make the environment feel like you were sailing around on an old map, and I think I achieved that.
  • The gameplay that is there works really well - I haven't had any reports of major bugs or even minor issues apart from some collision shapes not quite matching up and causing hitching on the coastlines.
  • Godot 4 worked surprisingly flawlessly, I was expecting to run into some issues with the engine as this is the first time I've used the new version but it was a mostly smooth experience. The only thing that was an issue was that the web build won't run on this site as it doesn't support SharedArrayBuffer, I was able to turn this feature on for the itch page though so it runs there.
  • My first real attempt at music went pretty well, it's not an original song (it's the first few bars of The Wellerman) which is maybe not super in the spirit of the compo, but I did arrange it myself in BoscaCeoil so I think that counts.

What Went Poorly

I think what suffered the most in my pursuit of a polished entry was the gameplay, I had a long list of features I would have liked to implement to create a better sense of progression, but of course I ran up against that 48 hour limit.

  • The gameplay basically consists of moving from one port to another dropping off packages, and picking up new ones along the way. Each package has a timer on it and the remaining time when you deliver it dictates the amount of gold coins you're paid for it. That puts some time pressure on delivering as fast as possible, but it still ended up being pretty chill.
  • Unfortunately the timers on each package don't count down unless a menu which shows the inventory is open (the cargo screen or a town panel). This is the one known major bug in the game, although no one seems to have pointed it out in the comments so maybe no one noticed. I believe this is due to how I had to remove the inventory from the scene tree upon closing a menu so that the items could be displayed in the town panels as well as the cargo screen. Removing a timer from the scene tree stops it from being able to count so I'll need to find a different solution for this in the future if I continue.
  • The other major issue as I see it is the lack of progression and a proper game loop. The original goal was to offer some upgrades to the ships in the larger towns but of course, I ran out of time.
  • Sound effects would have been a nice addition, but again, there wasn't time.
  • I had also hoped to get some obstacles in, storms, whirlpools, sea monsters, depleting rations, perhaps even pirates and a combat system but alas, there wasn't time.

Conclusions

Overall, I'm really happy with how Age of Mail turned out. As always, I overscoped for what I could get done in 2 days and didn't hit the features I would have liked to. As Sunday came to a close, I considered working on it for another day and submitting it as a jam entry but I was already pretty burned out at that point so I decided against it. For the next Ludum Dare, I might dedicate the time and do a jam instead as I'm now pretty confident that with the right idea I could create a polished game with a good gameplay loop using that extra day. As far as my approach this time, I think focusing on polish paid off and I've been getting some really good feedback, but I do think that the gameplay suffered and I wonder what I could have accomplished if I'd focused on gameplay over polish.

What's Next

I have some time this summer, so I think I'm going to continue development on Age of Mail and see where it takes me. I've never released a commercial game as I've always just been a hobbyist but I'd like to give it a shot. I think the game has good potential, and I have some interesting ideas that I'd like to try out and see. I think the main driving factor could be delivering increasingly important mail, and the game could allow players to make the choice if that mail should be delivered at all.

Post Jam Version for Heart-Warming Deliveries (with more fluffy dogs!)

Hey y'all! Thank you for playing our game Heart-Warming Deliveries so for and giving all the wonderful feedback. We added a post-jam version 2 which can now be played on https://joscco.itch.io/heart-warming-deliveries

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Dogs.png (Please look at this much more fluffy dog! 🐕)

* The changes in this version 2 are:* - The Game is now fully keyboard-controllable (after clicking the game for focus) - A Retry button was added - The Display of whether an item must be picked up or should be delivered was improved by using numbers instead of arrows - The Dog Design became more fluffy - A Hint was added for Level 4 - Later Levels became a bit more concentrated on the main challenge - The Button Design was slightly changed - Some minor bug fixes

How quick can you beat my game, Next Day Delivery?

I don't have time to play more games and I'm very close to having enough ratings, so I'm resorting to a post :pensive: imageem2023-05-10/em202803405.png In this quick speedrunning game, you try to get packages to all the recipients in as little time as possible (I know, original) The game takes ~5 minutes and can be found here: https://ldjam.com/events/ludum-dare/53/next-day-delivery

Building Python/PyGame games for browser

It's 2023. Your car can send you emails, your refrigerator can get malware --- and you can run Python in a web browser!

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PygBag is an open-source web packager for Python/PyGame. It turns your PyGame application into an Itch.io-ready HTML5 build with very little effort (under the hood, it's running a Python interpreter in web assembly).

Play and rate is already halfway over, but I decided to add a web build to learn about the tools and hopefully make it easier to play my game on other platforms. Here's what I learned making an HTML5 build for Holding Out with PygBag: - Performance matters. A lot. My desktop build could easily run at 100 FPS on my laptop, but I had to make a lot of performance optimizations to make a viable web build. Graphics operations are particularly expensive; I ended up removing the "vignette" effect on my game for the web build to improve frame rate. - Audio is finnicky. The web build is prone to audio stuttering and delays, especially if performance is poor. I suspect there's an audio buffer that the browser can't update during synchronous operations, so you either need to make sure your game loop is very fast or add in additional asynchronous "sleep" statements in the middle of your update/render code. - It's not that hard. Aside from the performance improvements, there are actually very few code changes required to get this working.

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I'll stop short of offering a tutorial, because this YouTube video covers it better than I could hope to in a blog post:

https://www.youtube.com/watch?v=6PhDmpBcezQ

Good luck everyone for the rest of play and rate!

Board Battle: Ludo Edition - 3D Multiplayer

​Welcome to the world of Ludo - a timeless classic board game that has been enjoyed by generations in India, now with a modern twist! In this 3D multiplayer game, you can challenge your friends and family from anywhere in the world, and test your strategic skills to conquer the board. Roll the dice, make your moves, and race to the finish line to become the ultimate Ludo champion! With colorful graphics and easy-to-learn gameplay, this game is perfect for family gatherings, game nights with friends, or anytime you want to have fun. Get ready to experience the nostalgia and excitement of Ludo in a whole new dimension - join us now!

Download links: https://akarshjain.itch.io/ludo

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First submit in game jam ever

Hi, we want to present you our game "You Shall Not Deliver." It was made in a team of three, and it is our debut on Ludum Dare. At the same it is the first experience of a game jam for two of us. It was great!

As a watchmen of elite squad you defend the border from drones that carry illegal contraband. Use your satellite armed with a laser cannon to eliminate them and confiscate the packages by catching them with your robotic arm. What are you waiting for? The border needs you.

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https://ldjam.com/events/ludum-dare/53/you-shall-not-deliver

Just one more push!

Well, my game is close to required amount of reviews, and yours probably too, so let's help each other out.

***Couriers' Route***

Easy mode added !

*Explore the world with an outdated map and complete it with information gathered from discussions. But manage your stuffs and your time! You only have a few limited ones! Play it here : https://ldjam.com/events/ludum-dare/53/couriers-route *

Recording 2023-05-07 at 01.44.06 (1).gif - Use stamps on your map to remember useful information.

Recording 2023-05-07 at 01.25.26 (1).gif - Help the villagers, discover secret places, fight bear.

Exploring a New Artistic Direction!

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Hello there!

I wanted to share some progress around here. As a solo developer without any artistic background, I've been hard at work on Reigning Race, and I've embarked on an artistic journey to define its visual direction. I firmly believe that aesthetics will play a crucial role in enhancing the gaming experience and immersing the player in the world of Reigning Race.

Over the past few days, I've delved into various artistic styles and experimented with different visual themes. During my exploration, I came across the excellent work of Steven Colling (https://stevencolling.itch.io/) and found it truly inspiring. I've decided to try it and really liked it.

However, please bear in mind that the UI is still a raw prototype at this stage. Everything is a work in progress here.​

Your feedback is invaluable to me throughout this journey, and I invite you to join me on this artistic adventure! Stay tuned for updates, conquer new territories, and help me shape this game into something truly amazing!

https://mandinga.itch.io/reinging-race

Cheers​,

Cabjhegas

Post Jam Version

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Hi LD jammers,

I sat down and made a little post jam version of Wicked Deliveries.

We really hadn't had enough time to implement every mechanic the way we imagined it, so here's the version we had in our mind :D It contains a harder difficulty for players who don't what that much help visible on the map and wanted to explore the world for themselves.

Thank you so much for your feedback, it is so interesting to hear your experiences and thoughts on improving the game.

We're really glad that you enjoyed our little Ghibli game homage and hope you have fun with the new version :)

Have a nice day! :smile:

Timelapse

Recorded a time lapse of how I made the game Deliv City from scratch for ludum dare 53 Rate now: https://ldjam.com/events/ludum-dare/53/deliv-city https://youtu.be/f5UJPEhHr8U

Windows Stability Fixed for BANKWAVE: Neon Networth

We just CONFIRMED the major source of instability for our LDJam entry, BANKWAVE: Neon Networth has been resolved!

It turns out that not every library you find in the wild includes sane defaults. We missed setting up a cache for our text rendering library, resulting in massive performance penalties you can see in the graph below -- taken with pprof. As a result, 20% of our game's time was being spent on creating new images to render letters it had mostly already rendered.

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Once we set things up properly and added a tiny 4 MiB cache, the bottleneck was resolved!

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I would never have guessed something like this was responsible for a performance hit... definitely a mistake I won't be repeating. Super glad I'm working with Ebitengine and Go -- which comes with fantastic profiling tools (pprof) that created the graphs above and showed me exactly where the problem was.

This should be the very last update for the Jam version of our game! Stay tuned as we get rolling on a Kickstarter! Mailing list will be available soon!

Reflecting on Ludum Dare 53: I've created a video sharing my experience

Hello everyone, this is my game: Croc Crate Consignment!

Play with one of 3 vehicles to fulfill deliveries for an angry croc. Go through a procedurally generated city, eventually ghosts come on and haunt you, because why not!?

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Passionate about game development, I thoroughly enjoyed making this game during Ludum Dare 53. It was a transformative experience for me, as I transitioned from being a soulless developer to becoming a game developer. I've documented this journey in a video that showcases the process. If you're interested, feel free to check it out here:

https://youtu.be/kYDTNNdlGmw

And if you'd like to play the game and provide feedback, you can find it here:

PLay: https://superseriousstudio.itch.io/croc

Rate: https://ldjam.com/events/ludum-dare/53/croc-crate-consignment

Come Check Out my Game - Astro-Web Deliveries

Hey guys! If you haven't already, I'd really appreciate if you could checkout my game, Astro-Web Deliveries, and leave some feedback - I'm very close to passing the threshold needed to rate. I hope you enjoy!

https://ldjam.com/events/ludum-dare/53/astro-web-deliveries

A sizeable update!

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

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I have received several complaints rightfully pointing out that the game is too small on some of the screens. So, because size really does matter, I decided to address them in today's update!

Now before the game even starts, player has a choice to increase or decrease the dot size by pressing either 1 or 2 on their keyboards respectively. When player is satisfied with size of the dot, they can press one of the direction keys in order to start the game. There are also tutorial messages, explaining how this works.

This is how it looks in action:

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Additionally, the canvas size is increased for the 1080+p screens, hopefully making the game more readable.

The updated version is released on the itch page as a Python script called Commutator_Updated.py.

Thank you so much for playing my game and leaving the feedback!

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POST DELETED because we got spam filtered Sadge

Ludum Dare Score Chasers Tournament

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Hello people! Ludum Dare Score Chasers Tournament is back for LD 53!

The event is going to happen on Saturday, May 13th, 14:00 UTC on kuviman's twitch channel

The games that are going to be played:

If you want to participate, join our discord

500+ Players on Our Game Leaderboard!

Play the game at here ##

https://ldjam.com/events/ludum-dare/53/finicky-delivery-ai-chatgpt-powers-this-game

Our game got more than 500 players on our leaderboard of tips!

The No.1 player got $582 tips from our cute AI animal customers UwU

You can try it out by yourself as well!

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"Post-jam edition" is comming.

promo-fall-17.gif Hello everynyan! The Post-jam edition will be out soon, and now we're considering what changes should be made to make our post-jam game version more enjoyable! Please share your thoughts about what mechanics feel frustrating or disappointing to you.

Our next goals are:

  • To add a score-counter to our game to see the best runs.
  • Balance improvements for a better experience.
  • Quality of life changes. (Who doesn't like QoL changes, right? 🙂).

If you have some thoughts, we are open and welcome to any of them!

Link's here: Ice Break Delivery

And... Thanks a lot to everyone who has already played our game and left a comment (especially on itch.io) We are very happy with your attention and will take your advices into account.

How smart balance works?

Hey guys, I've played +50 of your great games! There are many little surprises in this edition!

Now I have a question, does anyone know how the smart balance works? xD I think I have little smart balance compared to other people with fewer games played/received ratings.

Don't worry about my game, I already have more than 20 votes. But I would like my game to reach more people to play it hehe

Kickstarter Announcement for BANKWAVE: Neon Networth!

We are officially announcing that we will soon in the future have an announcement to make!

We've decided to continue development on our LDJam53 entry, BANKWAVE: Neon Networth and take it forward into a full-fledged game! As part of that, we're planning to launch a Kickstarter to help fund the final phases of development and marketing.

If you played the game and want to be notified when our Kickstarter launches, join our waitlist here

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Thanks to everyone for making Ludum Dare 53 a huge success! We all had a blast and we can't wait to participate again next year...

I want to help games that haven't reached 20 ratings yet

for the past 2 days I've been playing a lot of games from the "danger" category, there are a lot of games with good potential that are so close to get the required 20 rating, I want to help! so if your game has bellow 20 ratings or you know someone who needs help with rating, please let me know!

My Ludum Dare Game Jam Experience

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Hi everyone! I wanted to share my experience participating in the recent Ludum Dare game jam.

What Went Right

Normally I don't spend as much time on a level editor and instead hack together levels with the built in unity editor, however this time I made a fleshed out robust level editor inside of Unity.I was able to design this tool to quickly assemble levels by adding electronic components and making connections between them wherever I wanted. Despite being a programmer by trade, the 3D models turned out surprisingly well, which is a great achievement for me.

What Went Wrong

On the flip side, I ran into trouble with the circuit board mesh. I wanted it to have nice rounded corners, but when I created a mesh in Blender and imported it to Unity, the corners were inconsistent depending if the level was much wider or longer and would very between map sizes.

To fix this, I decided to create a circuit board mesh generator that would adjust the mesh based on the map size and desired corner size. I had some experience with generating meshes in the past, but this task took way more time than I anticipated. It was a clear case of the sunk cost fallacy, as I consistently felt like I was 20 minutes away from finishing, but it ended up consuming hours. I should have bailed earlier and just accepted the circuit board corners being a little iffy.

Conclusion Despite the challenges, participating in the Ludum Dare game jam was a valuable experience. As usual taught me a little bit more about time management and being careful about the tasks I take on, especially under tight deadlines. I look forward to applying these lessons in the next game jam!

Anyways I know a lot of you like playing HTML 5 games so I made sure to build it to play in the browser:

https://ldjam.com/events/ludum-dare/53/electron-odyssey

Show Me Your Favourites!

I'm looking for some of the best games you've found this jam. I want to play them!

Also here's mine if you were curious too!

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Need a few more ratings

Hi if anyone can help i just need a few more ratings. I would appreciate it a lot. https://ldjam.com/events/ludum-dare/53/power-ball-delivery!

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Minor update to v1.2 that drastically improves performance!

If you haven't been able to check out our game yet, or if you have but didn't experience very good performance then you should come check out v1.2! We improved the performance overall, including adding an auto detect settings option to the main menu! Click that and it will check your system and adjust some internal settings for you to hopefully let the game run a bit better, while also possibly degrading the graphics a bit. I want to add more granular settings options at some point, but for now this was a fairly quick thing to add, among a few more optimizations, including making the download for the game the smallest so far, so I decided to just call it here!

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Yo Wassup

To all the people who've played and maybe even rated my game, I am planning to make a post jam version with a better conveyor belts system, better UI, better design and some redesigned graphics! If you want to see it when it comes out, just wait!

Quiet stream, come join!

Finished now, thanks for sending your games, was very fun!

I'm playing ya games! This jam, a previous LD or any others! Priority given to this jam, but again, it'll probably be quiet, come say hi! Hang around in chat and I'll ask for games when I'm ready.

https://www.twitch.tv/justcamh

GobEx - The Completely Legit Goblin Postal Service!

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Let me know what you think of my game!

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All the things, and why shouldn't you, you deserve thems!

Humans are silly and like to send gifts in the post!

So let's steal their loot and send them knock-off products instead!

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Esc/Q to quit game/exit screen

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Try to get the best score and be featured on the highscore board!

(Also post screenshots if you'd like!)

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Anyone else hear "Danger Zone" in their head when rating in the Danger zone?

Silly post for silly morning. Since I'm usually doing my ratings last minute (a spree is planned for this weekend), I usually pick entries from the Danger Zone. Mostly as a karmic debt thing - I'm usually hanging there myself close to the ratings deadline.

And for years, every time I do, I am reminded of the song "Danger Zone" and it practically plays in my head. :D

Anybody else? I'm totally down to hear about other weird rating habits y'all feel like sharing.

Behind The Scenes!

Come try out our strange coop beat-em-up!

IMGem20230429/em095349957.jpg Once again we had to find a way to transform a living room/dining room into a green screen studio. To get the lighting right we had to move all kinds of things about in several rooms of one of our houses, covering windows with heavy blankets and such by nailing them to the wall.

IMGem20230430/em112259822_HDR.jpg We then had two people on editing/digitizing duty for the first time, which made the scale of what we accomplished at all possible. Besides just cutting out frames we also had to assign hitboxes and timings to the animations, so one of our team mates spend the entirety of Saturday doing just that for the enemies and characters.

IMGem20230429/em143501971_HDR.jpg The game has 351 frames in it total at the end, although even with more members than usual we ended up working furiously right up to the time limit. The game has some jank to it and it's definitely harder than I'd hoped, but it's still pretty awesome. We spent the last couple hours playing it, tweaking it, and playing it again until we beat it satisfyingly, but it's definitely more balanced for COOP than for not.

image4.png We also had another programmer and 3d-modeller this year! CherryShroom made these great rendered backgrounds with parallax for us and implemented tons of great features, tying the world together. Overall, I'm really happy with what we accomplished and we definitely learned alot for next time. Give our game a shot if you want to beat us up, as us, and stay tuned for future ludum dares where we'll continue to try to figure out how to do this sort of thing even better.

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Come Play: https://ldjam.com/events/ludum-dare/53/fission-fight

Practice Run of Score Chasers Live on Twitch

As a participant of the Score Chasers Tournament I will be streaming a full practice run of the Tournament Live on Twitch

Live right now on https://www.twitch.tv/ausstein feel free to join!

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The real deal will happen on Saturday, May 13th, 14:00 UTC on

Kuviman's twitch channel

The Schedule has been released and it is

Intermission / Score Tallying 10 minutes

Intermission / Score Tallying 10 minutes

HALFWAY BREAK / Intermission / Score Tallying 15 minutes

  • Game 4 - 👆 Pack It Up 1️⃣ ~17 minutes + 1 more

Intermission / Score Tallying 10 minutes

  • Game 5 - 🔴 DELive 1️⃣ ~17 minutes + 1 more

Intermission / Score Tallying 10 minutes

  • Game 6 - 📨 Juggle Mail 1️⃣ ~17 minutes + 1 more

I will use the same schedule for my practice run of course :)

The Overlooker (Post Compo)

Hello. I made a post compo version of my entry The Overlooker according to some comments. I added a transition screen when the player finishes a work day and an expert mode - you get an extra congratulation if you break the game without any error. Some little bugs have been fixed and I improved the code. Test it if you dare! Slava Zakouste ++

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

https://geckoo1337.itch.io/the-overlooker

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The Box Baby: Trailer!

Do you like puzzles and swear words? 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... Get prepared for unexpected twists and absurd humor :smirk:

Play Pizza Rush..if you want to!

As there 3 Pizza Rushes Games out there (yep...really:D) you can play mine...if you want. It has not the best controls but some nice pixel art visuals.

Play it here

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M I S S I O N D E L E T E

I've had some time to improve upon my jam entry and wanted to share it with you guys. It's an arcade-style shooter that has you escorting a payload to an extraction point as quickly as possible. And oh yeah, don't forget to try out a few of the 24 weapons and blow some stuff up.

Try It

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Skyfail Delivery

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

Hi everyone! Just wanted to make a quick post about Skyfail Delivery before the ratings period closes. It's a dystopian delivery simulator I made with my friends Zoe, Evie, and Emi! Featuring: * crunchy sound effects! * delicious controls! * and the most unintentionally horrifying soundtrack to a game you have ever heard

(I am so sorry for the cacophany of collision sounds)

Screenshotem20230502/em213719.png

The game currently doesn't have a goal, or an ending, you just deliver packages in the city until you get bored with it. At some point in the future I'll figure out a coherent gameplay loop but for now you just make as much money as you can. Everyone who worked on the game has really enjoyed the feedback that you have been giving us! Making Skyfail Delivery was an incredibly rewarding experience for everyone involved, and I'm so happy that everyone has enjoyed the game!

Continuing building the game

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Continuing Development of Deliver The Torch

After working on the game and thinking I was finished I decided to go back and work on it some more. I developed this art assets over the last 2 weeks to try and get a clear idea on what else I could do in terms of character portraits. I am unsure what I want the end result of the game to be but I am pretty happy with this.

I know for fact I want to add a formation system to the game along with setting your units in the first line and the second line depending on their skills but still not sure what the actual goal of the game will be. Any ideas or feedback on what I should do?

I think at the end I just want to develop some kind of real time battle brothers type game but am trying to find a realistic limited scope for the gameplay.

If you are interested you can give the LD 53 game a go here - https://ldjam.com/events/ludum-dare/53/deliver-the-torch

Playing more of your games live on YT

Join and and share your game! If you stick around in the chat, i'll play your game while you are on for live feedback!

https://youtube.com/live/ND6u9oSISZo?feature=share

The Keyboard Cowboys are Streaming Your Games

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...Holy crap, this has been a long time coming...

WE'RE FINALLY FREE TO STREAM YOUR LUDUM DARE GAMES!! If you'd like to see that happen, you can tune into https://www.twitch.tv/coleslawski

We'll likely try to play some more games tomorrow, depending on if there's any interest in that, so if you're looking for shenanigans you should come join us! :pointright: :cowboy: :pointright:

Post mortem of Fangs&Fury

This is not my first LD, but, for personal reasons, it was a long time since my last entry. Maybe because of this, I make a primary mistake: I tried to develop a game with a huge scope.

My idea for the game was simple: you play as a servant that have to delivery blood for Dracula while and these are what I want achieve in this LD:

  • :whitecheckmark: custom 3D modeling for the characters
  • :whitecheckmark: custom 3D modeling for the city/environment
  • :whitecheckmark: 3 different kind of enemies
  • :whitecheckmark: combat system
  • :x: pedestrians
  • :x: upgrades (more health, moving faster, carry more blood, etc)
  • :x: leaderboard
  • :x: voice acting and sfx
  • :x: background history
  • :x: in-game tutorial

As you can see, I accomplish less than half of what I had planned, and what is missing make a huge difference in the final result of the game.

But, what went wrong?

At the beggining I had this idea to have a combat system, something similar to the Batman Arkham series, and as the combat is the core part of the game I started with it (actually I started modeling 2 main characters and then I started the combat system).

I used a tutorial from Mix&Jam channel as inspiration. But this mechanic take much more time to implement than I was planning. Actually I took about 80% of the time of the gamejam in this. Even with the help of the tutorial, I tried to implement different things like 3 types of enemies and an state machine for the AI.

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

https://www.youtube.com/watch?v=z47GqucaORM

When I was happy with the result of the combat system I was already too tired and with short time until the end of the jam, but I still had a lot of work to do, so I started doing the 3d modeling for the vampire hunter and for the city and then I tried to put everything together inside Unity.

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But I still had the programming part, so I had to implement the blood collecting and delivery mechanics, because without this the game doesn't make sense.

When this was done, It was missing only 1 hour left, and the game didn't have a main menu nor an instruction page, so I spent the last hour doing this, building the game and posting it here.

What I learned in this jam

Keep the game scope short was my greatest learning in this jam (even if I already know this), and to start making the game enjoyable and fun, and then make it beautiful. It's better to have a fun ugly game than a beautiful boring game.

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Conclusion

After 2 yeas without participating in any gamejam, it was really great to make this game, and even if it not turns what I expected, I really enjoyed making it and had much fun during the process.

Didn't play Fangs&Fury yet? Play it now

Standout Games I Have Played So Far

We currently have 1 week left to play and rate games. At the time of writing I have played and rated over 76 games and I thought I would take a moment and highlight some of my favorite games of this jam.

Games Still Below 20 Ratings

ON TIME

ON TIME

I just finished playing this game by @virtualman52 and it is a REALLY well designed puzzle game with well thought out level design. It's pretty difficult but each level manages to do something unique with only a small handful of mechanics.

https://ldjam.com/events/ludum-dare/53/on-time

Package Quest: AI Adventure

Package Quest: AI Adventure

The mad lads behind this game actually managed to incorporate ChatGPT into their game. In the game you actually have conversations with the NPC you are trying to deliver to so you can track them down. It's a little annoying how none of them seem to know about, or want to receive your delivery, but it's a really unique experience worth checking out while they continue to pay for the ChatGPT API key.

https://ldjam.com/events/ludum-dare/53/package-quest-ai-adventure

Games Already Above 20 Ratings

Delivery, Xtreme

Delivery, Xtreme

This is by far the most polished and snappy game I have played so far this jam. It's extremely unique, it has a great disruption mechanism to force you to split your attention, and it is really fun to play.

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

Hive

Hive

This game is frankly just really relaxing. It controls really nicely, even on keyboard and mouse, and it has really good world design. One thing that is really cool about this game is that as you collect pollen the game gives you bees that deliver pollen to you.

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

Critter Courier

Critter Courier

This one has a full story to it and actually manages to be pretty humerus. It took me a few times before I was able to beat it but it's really well designed. The map has a lot of detail to it and the descriptions of where you need to go are pretty clear if you take the time to decipher the clues.

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

Dirigible Delivery

Dirigible Delivery

This one won't be for everyone as it is really slow paced but this is one of the most relaxing games I have played all jam. The mechanics of using the wind to get from point A to point B is really ingenious. I probably spent over an hour just going from island to island and of all the games I would like to see fleshed out into a full game this one has some of the highest potential.

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

▲●■♚ - A game with no text

Works pretty good on mobile devices, a good game to chill on the couch with ;).

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

Anyone else have nice some favorite mobile/touch-friendly entries?

4 more ratings needed

I didn't really get very far with this jam as I didn't focus as much as I wanted to on it. So it's really just 3 short mini games which need to be expanded on more but I am only a few more ratings from getting a score. I have never gotten a score from Ludum dare before so please check out my game and leave a rating.

Link: https://ldjam.com/events/ludum-dare/53/deliveryquest

Come and play Eternal Delivery!

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Available in HTML5: https://ldjam.com/events/ludum-dare/53/eternal-delivery

And maybe you will like it =)

Show Me More Of Your Favourites!

Thank you to @ogelgames for the suggestions last time!

I'm looking for some of the best games you've found this jam. I want to play them!

Also here's mine if you were curious too!

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Just Finished and Posted Today, Anyone Else?

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My game, Cozy Courier Co.

I feel like 99% entered very close to the jam deadline even in the extra category. It seems most people have stopped posting and looking at games posted.

I've just submitted my game entry for the Ludum Dare extra category! It's a first-person co-op multiplayer game that requires two players to work together to win. The game was a challenge, but I'm very proud of the finished product.

I can't wait for you to try it out and let me know what you think! And while you're at it, let's see if anyone else finished their games late. Feel free to link your entries in response to this post and I'll check them out!

Have you ever imagined to D~RIFT a train with wagons? railless!

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You are the commander of fast drifting train with wagons to return back on rails through solid rocks and this ANNOYING trees on way.

Get the job done. At least until there's only 1 wagon with you - further requires high* skill drift |-||-|

*high - having specialized training, knowledge and experience in order to carry out complex physical and MENTAL tasks.

We still missing 6 ratings ;c

vad kostar en bouppteckning

Bouppteckningar kan vara som mesta påfrestande under en svår period när en närastående har gått bort. Vi hjälper dig och ser till att din bouppteckning görs korrekt, och ser till att du får den jurist bouppteckning och hjälp du behöver. En bouppteckning vid dödsfall måste göras för att säkerställa att efterlämnade ägodelarna hamnar i rätta händer.. vad kostar en bouppteckning? Läs mer om våra olika paket nedan. Har du frågor om Bouppteckningen? Kontakta oss på info@bouppteckningen.se Om du vill veta mer om oss besök gärna våra sidor. Website: https://bouppteckningen.se

bouppteckning bouppteckning dödsbo bouppteckning dödsfall hjälp med bouppteckning dödsbo bouppteckning jurist bouppteckning kostnad för bouppteckning bouppteckning bouppteckning skatteverket bouppteckning kostnad bouppteckning dödsbo bouppteckningsförrättning bouppteckning lösöre vad kostar en bouppteckning vad är bouppteckning bouppteckningsman bouppteckning själv kostnad bouppteckning bouppteckning pris bouppteckningar vem gör bouppteckning hur går en bouppteckning till vad är en bouppteckning bouppteckningen bouppteckning testamente hjälp med bouppteckning pris bouppteckning jurist bouppteckning dödsbo bouppteckning bouppteckna

KONTAKTA OSS E-POST - Info@bouppteckningen.se TELEFON - 010-222 73 77 Website: https://bouppteckningen.se

bouppteckning bouppteckning dödsbo bouppteckning dödsfall hjälp med bouppteckning dödsbo bouppteckning jurist bouppteckning kostnad för bouppteckning bouppteckning bouppteckning skatteverket bouppteckning kostnad bouppteckning dödsbo bouppteckningsförrättning bouppteckning lösöre vad kostar en bouppteckning vad är bouppteckning bouppteckningsman bouppteckning själv kostnad bouppteckning bouppteckning pris bouppteckningar vem gör bouppteckning hur går en bouppteckning till vad är en bouppteckning bouppteckningen bouppteckning testamente hjälp med bouppteckning pris bouppteckning jurist bouppteckning dödsbo bouppteckning bouppteckna

Rocket Jumping

The more we play our own game Rocket Fast Delivery, the more I think we stumbled upon a really cool core mechanic during the Jam that could potentially be fleshed out into a fuller game. Sure, the movement sometimes gets clunky in the version we made in three days, but I'm still surprised that it's very much satisfying.

What are your thoughts on a game where rocket jumping would be as essential to the gameplay as the gravity gun was in Half Life 2? I'm already world building in my head and thinking about how the protagonist works in a futuristic delivery company and uses rocket jumping to deliver packages around the tall skyscraper filled cyberpunk scenery.

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What makes you think "I'll make a full game out of this?"

I've always adored (from a distance) gamejams as a place where lots of cool and innovative games are born. But I didn't dig too much into it, and was surprised that lots of the titles that came from jams most of the time did not even score that good.

This time I joined LD53 as my first jam, and of course after getting some encouraging comments like "you should make a full release out of this" I got into thinking - is my game idea worth continuing working on?..

So. What is a "marker" for you? Is it getting a top-10-ish place in the end? Not being able to stop thinking about enhancing jam build? Encouraging comments? Just having free time and nothing else to do?

Still need a few more ratings to get to 20

I've given out 40 ratings so far and my ratings don't seem to go up despite me doing more and more. I'm currently stalled at 13, so I thought I'd make a last Hail Mary to hopefully get some more ratings to get to 20.

I made the following image real quick to hopefully get more people to click and review. This was not part of my compo.

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

Sermon Delivery Simulator.png

In Sermon Delivery Simulator, you try to craft the best sermon possible by figuring out which 5 topics your parish will most positively engage with. Try not to push your parish too far though because they will leave if they find what you say offensive. Use the Holy Spirit to get your flock in harmony and fill every pew to win the game. It’s social. It’s a puzzle. It’s a social puzzle.

Try it here at:

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

The Overlooker

Hello. I made a post compo version of my entry The Overlooker according to some comments. There is now a stressful background music. I added a transition screen when the player finishes a work day and an expert mode - you get an extra congratulation if you break the game without any error. Some little bugs have been fixed and I improved the code. This is my last update for this project. Test it if you dare! Slava Zakouste ++

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

https://geckoo1337.itch.io/the-overlooker

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One More Stream Playing Your Games

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Bein' late to the party ain't gonna stop us!

Join us for one last stream (right now!) as we play your Ludum Dare submissions. Hijinks will be all but guaranteed.

https://www.twitch.tv/coleslawski

Feathered Envoys v0.7 released!

🐦 Feathered Envoys v0.7 Dev Update 🐦

https://ldjam.com/events/ludum-dare/53/feathered-envoys

Greetings, Postmasters!

At last! I have an update. Feathered Envoys v0.7! Our daring pigeons have been working hard to keep the kingdom at peace, but now they're back with some fresh new features.

I've finally added a proper ending to the game. No more confusion and your pigeons can now retire in peace (for the one that survived that is.)

Thanks to @cureja for providing a custom skin with their review: yeabird.png

You can also make your own skin and leave it in a comment on my page. There's a template there.

You can now choose the number of areas to connect in your game. Pick between 6, 9, or 12 areas to customize your gameplay experience.

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I've also changed the game loop and improved the day and night cycle animation. The day loop makes more sense and you can now skip and fast-forward most actions to zoom through the game faster!

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So, try the new v0.7 now, and leave a review! Thanks!

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The best jokes of Ludum Dare 53 (and other interesting stats)

Can You Outwit AI with Your Jokes? Try Our Game and Find Out!

In our game, Impasta, you are given one of 300+ joke setups to which you need to come up with a punchline. There's a little twist though! You need to first play a mini-game of Peggle in which you unlock letters and then you can only use these letters to write the punchline. The punchlines are rated on a scale 0-10 by our backend using GPT-4.

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At the moment of writing this post, our game has received a 35.5 ratings on Ludum Dare, and there have been 321 jokes submitted and rated. Let's dive a little bit more into these stats!

First, the number of players that passed through each of the 10 rounds:

blog1.png

While sadly we can see about a 30% drop-off after the first round, for the other rounds there's a rather consistent drop-off of around 5 players per round. In the ideal world, we would, of course, like to have every player play the game until the end, but on the positive side, we can at least see that there isn't any single "stumper" level that would make players more likely to quit the game.

Let's have a look at how the players actually did in Peggle. This chart shows how many letters out of 26 players unlocked on average in each level. Keep in mind the vertical axis is on scale 20-26.

blog2.png

We've planned for players to be able to get all 26 letters most of the time, so it's nice to see that on average they've managed to get at least 20 letters in each round. We also planned to have every level except for the last one to be increasingly harder, so it's nice to see how the player performance steadily declined over the first 5 levels. After that, it jumped sharply back up but that's possibly because most of the players who were not as good at Peggle quit the game out of frustration?

blog3.png

Image showing levels 1, 4, 5 and 9

But how did the players fare at coming up with punchlines? Our first version of GPT-4 prompt we've used for rating gave us only 4 different number ratings even though we told it to rate the punchlines on a scale of 0-10: 0, 2, 4, and 7. This was obviously not ideal as we wanted the ratings to be spread throughout the entire scale and also be able to score higher than 7. We've tried many approaches with modifying the prompt and other parameters. This process was too long to describe here, so I might write another post where I go more in-depth about it. In the end, we've come up with a prompt and parameters that seemed to perform quite well, so let's see how it did with the actual playerbase:

blog4.png

We can see that with our current prompt, GPT-4 still has a tendency to avoid certain number ratings like 5 or 9, but overall it wasn't that bad. There have even been some 10/10 jokes! I'm sure you must be curious what the best jokes were. I want to note that the majority of the 10/10 came up from the first round, where we used popular jokes setups that most people already know, for example:

What do you call a fake noodle? An impasta!

(Yes, that's where the name of the game comes from).

Now without any further ado, here are the "original jokes" our players came up with that scored 10/10:

Why are robots terrible at picking up on social cues? They only get ones and zeroes

Why do rabbits make great comedians? They don't carrot about critics

What do you call an alligator that knows the alphabet? Alliterator

How does a lobster feel when it's about to perform stand-up comedy? It feels a little shell-doubt!

What kind of music does a tree listen to? Oakestral

And my favorite:

What did the sushi say to the bento box? Wasa-b

I hope you found this post at least a little funny and maybe educational. If there's interest, I might write another one about how we went about implementing our GPT-4 powered joke rating system.

Our game is available to play and rate at https://ldjam.com/events/ludum-dare/53/impasta

Foxcrate — Got 20 votes!

We finally got 20 votes for our Jam entry, “Foxcrate”! Thank you to everyone who played and rated, we really appreciate it! (There’s still time for more if anyone else wants to try it…)

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Deliver Us From Evil - Post-Mortem

With the jam winding down, it's time for my traditional post-mortem, looking at what went well with my LD53 entry, what went badly, and what I can improve upon for next time. If you haven't played my LD53 entry yet, please do, and I'll make every effort to uphold my usual promise of rating everyone who leaves a review.

Without further ado, let's get started.

What Went Well

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  • I was very busy over the jam weekend, to the extent that I didn't think I'd be able to submit anything at all, but I was just barely able to finish the game in time without cutting anything. The scoping was absolutely spot-on.
  • This is the first time I've experimented with single-screen level design, and it seems to have gone very well. I was able to include a substantial number of levels and mechanics, and quite a few reviewers were impressed at the size of the game.

What Went Badly

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  • After Fruit Fall was my first completely bug-free release, I unfortunately reverted to type and released Deliver Us From Evil with multiple collision bugs, all of which were easy fixes. My decision not to embed the version with the bug fixes also feels like a mistake, because people are just playing that version and feeding back about bugs that I've already fixed, which is not helpful.
  • The second-most common bit of feedback (after the collision bugs) is "this is a bit of a stretch theme-wise", or just plain "this doesn't fit the theme". I think I got a little too creative with the interpretation on this occasion, and I'll have to hear that in mind.
  • I wanted to make enemies with more complex behaviours, like shooting at the player, but ran out of time. This particularly affects the final boss, which isn't a very interesting fight: you can easily cheese it by just staying on the ladder and swiping at it when it approaches.

What Comes Next

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I have another patch coming out shortly, with a few minor tweaks, and might see if I can get a third one out before the end of the jam. After that, I think Deliver Us From Evil will be truly finished (though I said that about Fruit Fall and ended up making an enhanced version three months later, so you never know). For next Ludum Dare, I should consider creating something a bit more story-focused than my last few entries have been.

In seven days' time, it'll be Prism Indigo's 1-year anniversary, and I'll be celebrating with a brand-new update and sale. After that, I'll be resuming work on Prism Warriors, taking it off hiatus and beginning work on a brand new game mode.

Good luck to everyone when the ratings come out!

LD53 - Thank you!

Hello everyone! We received so much feedback for our game and we want to thank you all for this attention!

*Guys you all rock! 🚀 We are very grateful to all of you! Thank you! :penguin: *

We are really appreciate it!

Especially, we want to highlight people who gave detailed criticism for the game, all streamers who have played and shown the game on their stream with live reaction and feedback. And also to all the people who were just passing by, but also rated our game!

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Your feedback and attention will help to make this game a lot better and more fun to play, no doubt. We figured out which mechanics work best, and a small indie browser game with penguins can become live, but only after the post-jam edition. The hard work just began, and there is much more to come.

To all my fans. All 2 of them.

I was extremely excited to finish my game on the first two days but now my enthusiasm has definitely gone down after days of not working on it. However, this jam, more than the previous jams, taught me a lot about the process of making games and staying invested in it, and because of those lessons I got closer than most other projects I've had in actually making a game. I'd like to share a bit of the wisdom I've gleaned, whether the game I have actually gets finished.

  1. Have a clear idea of what you want in the game before working on it. Try drafting up a level for the game to get an idea of what mechanics you'll need to make. In my game, which involves conveyor belts moving objects on them, I had spent a long time without a level designed and thought that all I would need was straight and elbow conveyor belt tiles. Come actually designing a level, and I realized that those two tile types limited me too much and I needed to add more to make a half-decent level. Another thing I realized was how the big gimmick of the game was being able to rotate tiles on the belt, which were originally only going to be elbow tiles. However, again, by designing a level, I realized that only being able to rotate specific tiles like that was way too limiting. I shifted to a gold tile system where conveyor belts above a gold tile could be rotated. Knowing these things before going in would've cleaned up a lot of the process or at least given me more confidence to just make that level possible to create.

  2. Set up a to do list and break down tasks. A lot of the work going into developing the game is going to feel overwhelming to your 3 day deadline if you only envision it in terms of finished product. To put it in a way that I was inspired to say by someone from the Godot discord who had an unfortunately realistic view on the matter, most people want to Make a game, but no one wants to or knows how to Develop a game. Find what parts of your game need to be worked on first and work your way up from there. As well, being able to cut down on tasks sizes will increase the amount of tasks you finish, and being able to cross out multiple items on your Trello board is going to feel sweet instead of slogging through a couple of broad tasks.

  3. Once you have an idea, and a full day to work on it, focus as much as you can on making the game playable in as short of time as possible. All of the Day 1 excitement is going to wear off by the time you wake up in the morning, so having the most confident product you can have will help immensely. I can attest to this after spending my first day getting closest to a playable prototype, but then I made the mistake of working on other aspects and leaving the main game and main game maintenance tasks for later. Trust me, being able to say "I have a fully playable game, I just need to make the art/music/proper UI" is going to feel a lot better than "I can't really play the game but at least there's a boppin' beat in the background.".

  4. Try to be making effort in any way you can. This may somewhat contradict point 3 but it's still a productive way to get around blocks. Whether that be a code block, art block, or music, if you've still got that productive bent in you then try working on something else instead of beating your head into a wall when you can't figure out why x doesn't do y or how to draw z. You'll be making enough progress to keep up your momentum and come back to whatever problem you've had with fresher eyes. Plus, as always, having some non-placeholder art or a couple of sound effects are going to be a lot easier on the eyes and ears as you stare at your computer for hours at a time.

  5. Finally, take some breaks when you can. Rome wasn't built in a day...okay bad example, Rome wasn't built by a single guy in a day. Whether your form of a break is to go get lunch for yourself, play a couple of missions in a game you like, or just take a walk, it helps to stop yourself from getting burnt out completely or feeling stuck on problems that you just can't get around. The worst feeling to have would be pure exhaustion at the thought of going back to work on a project, and pushing uninterrupted 8 hour work days is how you're going to get there. At the end of the day, this is a friendly competition where the most anyone gets is internet clout. Draining yourself for a couple of reddit gold and not even finishing the project because of x or y problem is painful to deal with, so maintaining your stamina is just as important as getting a product out there.

If you put me in a court of law and asked me why I may not finish my game, I'm going to say Not Guilty by reason of College Finals and game releases. Darkest Dungeon 2 just released, Splatoon 3 had a splatfest, and I needed to study for the Economics final after spending weeks in that class barely paying attention and scrolling through Disco Elysium dialogues. I don't even have a working title for the game, so I can't even say what the game's gonna be called (if you got a suggestion then hey dont let me stop you from giving it to me). What I'm glad for, though, is that regardless of what comes of the project, it taught me these things for the next Jam, or even the first Full game I intend to make in general. Hopefully I didn't just spend the last 5000 characters of this blog post blowing hot air out of my ass, and that some other dev might read this and learn how to avoid these motivational pitfalls before they stumble into them. Given the fact I started the jam doubting myself to the extremes and thinking that there was no way in hell I would be able to make the game because it was Godot 4 and there was all these new tools and blah blah blah, the fact I came so close anyways really helps with my mental health and confidence in my abilities.

Do not hide. Do not be afraid. You need us and we need you. - Lets Jam.

I love jam, and not just the jam that taste a bit like marmalade. The jam I loves more then anything else, is the one we make together. Ludum Dare is a great place to jam, and a lot of people is jamming like real champions, but it's sadly not everyone that takes part of the jamming. I could choose to not care, but I do care, because I also wants you to love jam.

I know that the ones I try to write this to, do probably not read this. But if I don't write it, then they will not have the chance to read it.

Game jams is not just about making games, but it is also about playing, rating, given feedback and sharing. Yes, the Ludum Dare community is good at doing this, but many people is not taking part of this, or at least taking very little part. They are missing the jamming part of the game jam, and just as important for everyone else, is that we also are missing what they could have given to us.

The reason for this is happening can be many, and some reasons is worse then others. I feel really bad for those that is too shy, lacks self-confidence, or for some other reasons don't really like other people to play or see their games. Often they try to hide by not say anything, not upload a thumbnail to their games, and often not write much in the description to their games. Maybe they have a feeling that every one else is better then they are, and what they have done is so bad that it's best hidden in the shadows. But I have over time played a lot of those games, and many of them was really good, and even if they was not the best, they was still a part of the game jam that I also was a part of. I also wants to play and talk to you about your game, and just as important I also wants to hear what people like you think of mine and other peoples games. Do not be afraid to take part of the jamming, because it would be better for you and it would be better for everyone else. Everyone here understand that game jams games is not perfect, and the critic you will get is all about helping you to become a better game developer.

But when that is said there is also some bad reasons for doing very little. Some of the worst is that you don't care about other people, and what they have done. I also often have a feeling that people in big teams expects that others from the team plays, rates and gives feedback. I actually expect that every one in a team plays, rates and gives feedback to 20 games. I do also not give much for the explanation that you don't have time. If you have time to make a game you most likely also have time to play games. And language barriers can be, at least to some degree, helped by things like Google Translate.

I will also say that you shall not just play the games that looking the best, that is the most promoted, or are played a lot by the twitch streamers. Challenge yourself to play, rate and give feedback to the games you would not normally play. I really believe this will make you a better and much more interesting game developer, and at the same time you can do some good for somebody that really needs it.

This is all I had to say this time.

LET'S ALL OF US BE A BIT BETTER JAMMERS!!!

Current record for finishing Slime Post is 275.04s

Just as in title, current record for finishing my LD53 entry Slime Post (https://ldjam.com/events/ludum-dare/53/slime-post) is a bit over 275 seconds and it is hold by @Grommit :-) If you would like to beat it please give it a shot :-) If you would like to hear a bit about my experience during my first ludum dare please check my vlog about it :-) https://youtu.be/4RZ0N1xV4 I would really love to see as much finish screens as possible and to hear some honest feedback even if it's harsh :-) In the meantime I'm going back to playing all of awesome games everyone's posted :-)

TVGS is streaming live now!

Hey, all! The Tech Valley Game Space community is live-streaming ourselves playing Ludum Dare games from 7 - 9 PM CDT (May 13th) on twitch.tv/techvalleygamespace, youtube.com/c/techvalleygamespace, and picarto.tv/TechValleyGameSpace

To have your game in consideration for playing, you can sign up on this form: forms.gle/kbUdacxVfnVaGrq17

As the form states, we do enforce a Code of Conduct in our live-streams. As such, we do reserve the right to cancel streaming and rating a game for any reason.

Uber-Heck Post-Jam Version is Now Available

Hey, everyone! This is the 9th Ludum Dare I have participated in, and I'm pretty sure it's the FIRST time I've ever ACTUALLY completed a Post-Jam update to include all the things I ran out of time to implement during the Jam itself.

If you haven't had a chance to play the initial entry, please check it out here: https://rubixnoob13.itch.io/uber-heck

Then, once you've given a rating based on that, feel free to download the Post Jam Update version for Windows and check that out as well! I was hoping to get a Crazy Taxi vibe, and I really think the music and sound effects helped to bring it all together after the Jam.

I learned a lot as usual, including how to make an AudioStreamPlayer in Godot entirely in GDScript, so that I can have a music player that doesn't care which scene we switch to, it still just keeps playing the music instead of stopping and restarting every time a scene changes.

If there's any interest, I can also attempt to do an export for Linux or MacOS, or another HTML5 build, just not sure where to host that one before the Jam ends (don't want people to give me votes for awesome when I've been working on the Post-Jam stuff for a week or more beyond the Jam submission deadline. TL;DR: If you play the game and it has music, that's NOT the one you should be voting on :heartpulse:

Thanks for checking it out! Be sure to leave a comment with any feedback, as well as if you have a game you'd like me to play and rate for you!

Peggy's Post bug-fix post-jam build is up!

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We've finally squashed all the bugs (or at least I hope so...), fixed all the scaling issues, and mayhaps added a few extra "features"...

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Heh heh heh, let us know if you can find the application of that line in the relaxing role of a postmaster at Peggy's Post here: https://ldjam.com/events/ludum-dare/53/peggys-post

Last Postjam Update

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Hi jammers,

I just uploaded the (maybe) last update of the postjam version of our game * Wicked Deliveries * :smiley:

The game is now as we intended it to be, with a little storyline, a hard difficulty option and most importantly more cuteness :) We are glad for your feedback on this version and hope you have as much fun playing as we had making it.

Have a nice day and enjoy your flight

Give Me Your Games!

Hi folks, I'm stuck on a train for most of the afternoon, so chuck me some games to play when I get home!

Little Oni

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


I'm really proud of the game we put out for this jam! I hope y'all give it a play. You not only get to be a samurai, but you also get to toss a baby around

Switching to Unity

Desided to continue development of my LD game. Liked the idea and already can see how it can be expanded into a full release. Gonna keep the scale low to finish in achievable time. The core will stay the same, main difference will be balance, progression with meta play and of course polish.

First step done - moving from my engine to Unity and cleaning code the same time. As much as I like using my own - I just can't be sure enough how it's gonna scale. If the goal is finishing the game, you don't want to spend time finding bugs in your engine or adding much needed features. Also a good surprise was that Unity now supports Aseprite natively, this will noticeably speed up the whole process.

UnityPreview.gif

We have something else for your ears...

Screenem1/embackground.jpg We decided to upload music from our ludum dare 53 jam game to soundcloud.
https://soundcloud.com/user-775369871/sets/soul-delivery-manager

Enjoy, feel all the coldness and calmness of the waters of the Styx.

And if you like what you hear and you haven't rated our game yet, go ahead and rate it (we have a web version).

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

A few rating missing

It is that time again ! While we're thankful for the rating and comments we've received, we're still missing 7 votes to get to the needed 20.

Sans titre.jpg https://ldjam.com/events/ludum-dare/53/the-mailgun-man

This is our third LD in team with @kaijiro . For first our participation we used pixel "art", our second was with photos.. so we decided to try 3D for this iteration ! We've both learned some blender basics during this LD. Of course it costed us some time, and we couldn't finished all the features we planned, but we're still happy with what we've done. Give it a try and tell us what you think !

Thank you !

Not the full vison, but it felt good to submit a game again!

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I fell short of my vision for my game, but it felt good to be able to submit something after not finishing anything the past for Ludum Dares. Once again, Pico-8 was a good choice because if feels limiting in a way that forces me to limit my scope and consider what I can actually achieve. Even then though, it's easy to get lost running down rabbit holes and finding yourself without time to add critical things like sound and music!

I ended up really enjoying the core of my game, which isn't always the case. I intend to continue working on it and release a more complete post-jam version when I find the time, so any additional feedback would be really appreciated!

https://ldjam.com/events/ludum-dare/53/e-t-eats

Last votes for Parcel Dunk!

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We are a few votes from reaching 20, please help us! A postjam version is underxay, with more levels, improved design and sound. We are even wondering adding a co-op mode!

You can try the webgl version here: https://ldjam.com/events/ludum-dare/53/parcel-dunk

Stopped rate and trades to work on post mortem video

I think every Ludum Dare I made a post saying I'd be making a YT video about my experience but I ended up never doing it. Mostly cus I had no direction. This time though I already have a script, voiceover, and all the footage I'll need, just need to edit it.

It's about ~5 mins talking about making my game and ~5 mins showcasing my favorite games this jam, in a snappy <1min review format. Hope it comes out pretty fun! Don't consider myself a youtuber but I do like to pretend sometimes.

Expect it to come out a bit before rating period ends, and I'll say right out the gate that it'll feature 10 games, made by @0x-void-x0, @amarokczukay, @aurailus, @blix, @cureja, @dahliainosensu, @dgo, @diego-teran, @friedrice, @firespike33, @gigichef, @hanadulcet, @jeremy-ho, @meepy, @pacha, @pauljs, @peachy, @s0fiel, @skoprimon, @stevie257 and @yeris.

I want to play! (DAY 2)

ohoho, hello all jamers! Last time you sent me a lot of good games, I want to arrange such an event again, throw your games for evaluation in the comments, I will appreciate them all. You can still play our project too :) (https://ldjam.com/events/ludum-dare/53/enerail) 46sjNUikbRY.jpg

Last Postjam Update

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Hi jammers,

I just uploaded the (maybe) last update of the postjam version of our game Wicked Deliveries :smile:

The game is now as we intended it to be, with a little storyline, a hard difficulty option and most importantly more cuteness :) We are glad for your feedback on this version and hope you have as much fun playing as we had making it.

Have a nice day and enjoy your flight

How we digitized ourselves!

Every year for Ludum Dare, we try to put ourselves into a video game. Sometimes we do an FMV game by taking videos of ourselves and placing those videos in a game. Other times we do something more like the old mortal kombat games and digitize ourselves by taking and cutting photos into frames. Here is our process to get our human bodies in the game. a j4j.jpg It all starts with costumes, you can’t make a game of a guy in jeans and a t-shirt, so we have to get ourselves a bunch of thematic clothing. Luckily for us, the family of one of our members owns a costuming shop called Junk for Joy so this part is not expensive. This is when we design our main characters and pick out a bunch of genre specific items to make enemies later. F Set up.png Next up is the green screen. We’ve been doing this long enough that we both have a good green screen and are pretty good at setting and lighting it up. We then get to move on to shooting frames. By this point, we have compiled a list of actions that need frames, but it is up to the person to determine how exactly each action is going to look. Shooting took the better part of a day, but was interspersed with the other work we had to do. G Precut.png Here we have a single frame, but there is a whole lot of other nonsense around the character that we don’t want. Luckily, we have technology. By selecting and cutting the green screen around the character, we can go from this mess a different, fancier mess. H Cut.png There’s still a bunch of garbage on screen, so we select the character and copy it to a new document where we then put all of the frames for a specific character. As a note, I had to use a relatively low tolerance in my color select tool otherwise it would bleed into the character, and it had to be a contiguous area for a similar reason. J Abomination.png That creates this fabulous monstrosity that we refer to as the abomination. These frames are then saved and labeled and then they are out of my personal hands and into unity. K boxes.PNG In unity, each frame is then resized, timed, and given hit boxes according to the image. Because each frame and character is unique, we couldn’t really automate or repeat any of the work. That combined with the fact that there are 351 frames that needed shooting, cutting, timing, and hitboxes, it totaled up to about 60 or so work hours to get this done split between 2 people, and that is for ONLY the sprite work. I hope you enjoyed this look into how we did what we did, and feel free to check out our game here: https://ldjam.com/events/ludum-dare/53/fission-fight

Deliverance - Soundtrack(retro 8-bit music) and Bug Fixes.

Check out the original music developed during Ludumdare 53 by @stephenwhoskins. All the music was created using a tool called FamiTracker. We are very interest in your thoughts!

Please checkout out these tracks by playing our game and leaving us a review: https://ldjam.com/events/ludum-dare/53/deliverance-1

Or just listen to the full soundtrack here on youtube: https://www.youtube.com/watch?v=V6yfE3dcX9A

DeliveranceDemo.gif

Post-kiiking or the ebbs and flows of delivering yourself through Sunshine Trial

So, this is kiiking - a national and active sport in Estonia.

kiiking1.jpg

Swing to the highest point and hold there, freeze in the momentum, almost close to merging with the sunshine.

The one who delivers the highest and longest momentum - wins.

And we could make a game specifically just about this, but...

Then, there is a maze.

ST_gameplay(gif).gif

Therein the tad kid (with the character name derived from "tadpole" for the reason) goes when he does the sunshine trick - the hardest in kiiking.

The trial proceeds...


Is this game about intercourse and reproduction? Partly, maybe, especially for those who see phallic everywhere.

Is this game about managing the tides and passing through the hard times? It could be a kind of therapy. But not for those who once again thought "reproduction" reading "tides" (viz. waters, don't thank me for being repro-graphic).

Is this game about kiiking? To eff the sunshine, well, of course it is! We just forgot to add the scoreboard (/sarcasm). Send us your pics of kiiking momentums, please! We'd use them in our future game with swings (we really have to abusively, repeatedly, excessively use our assets: we shed blood getting in gamedev).

Is this game about delivery? We'd have another repro-joke here, but nope, we're not delivering these kind of cheesy parcels anymore. One can't be funnier than the toddler with a knife.


*Woah, it seems we're quite shites at post-whatevers... *

But we're good in listening to your feedback and noting it for making better games.

Thank you!

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Show Me Yet More Of Your Favourites!

Thank you to @ogelgames @francis @jimbly for the suggestions last time!

I'm looking for some of the best games you've found this jam. I want to play them!

Also here's mine if you were curious too!

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

Schooled fun with lights

So I have been having lots of fun working on Schooled. I am going to get some more ratings done before the deadline so put your games in the comments if you still need to get your numbers.

https://youtu.be/z4rVganfuNI