Ludum Dare 49 October 1–4, 2021

Chained explosions fun!

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We're still working on our game Atomic Rock Paper Scissors for a post-LD update. This new mechanic (suggested by @tomer-cool) of sizing the explosion in terms of the combo length is pretty fun! It allows for a spiral like chains of explosions that clear a ton of the level at once.

It's going to be tough to come up with the scoring mechanics for these new behaviors, but once we balance it out we'll have a leaderboard! :3

(We also edited the palette for the scissors so they are more visually distinct, as some people commented they can be a bit confusing.)

Coming soon in our post-LD update! For now, you can play the Jam version here.

Dare To Play (a little)! Streaming your entries for a little while soon.

I'm not a professional streamer by any stretch of the imagination, but every LD I participate in I like to try and have at least one stream session where I rate the community's entries. Feel free to submit your game here!

You need to be present in order for me to play your entry, and you'll enter a priority queue if you have rated my entry with some feedback! Besides that, there'll be no advertising or promotion of anything else on stream. Just games! So do come along I plan to go live at approximately 19:30 UTC+1. Check me out here:

https://www.twitch.tv/polyrogue_

46b96.png Try out our entry here!

Deathrail (2nd Ludum Dare entry!)

play now! https://michaell308.itch.io/deathrail

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Main appeal is a fun gameplay loop and nice music. (and cute girl of course)

play now! https://michaell308.itch.io/deathrail

Radish Kid Ascension - Video Postmortem

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We took some time to record a video postmortem on our experience Making Radish Kid Ascension. Thanks for all the support everybody, we had a really good jam!

Thank you for 20 ratings on Pop Shove-It!

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We've been having such a blast watching and hearing about folks slowly becoming professional table skaters in our game, and we're absolutely thrilled to be getting such warm feedback!

As usual, we'll be paying back the kindness in full by rating and commenting on everyone's game in our comment section. :slight_smile:

If you'd like to learn the ways of the table-board as well, come check out Pop Shove-It and see what kind of gnarly moves you can pull off (with a little practice)!

'Til next time! :pointright: :cowboy: :pointright:

Postmortem of "Oopsie Potion"

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Hey guys,

I wrote a postmortem for my entry. You can find it on itch.io:

https://coderaurus.itch.io/oopsie-potion/devlog/301666/oopsie-potion-postmortem

If you're interested to give the game a try here's the jam entry:

https://ldjam.com/events/ludum-dare/49/oopsie-potion

Sky Burns Red Post-Mortem

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Play it here: https://ldjam.com/events/ludum-dare/49/sky-burns-red

Sky Burns Red is a rhythm-balancing game. It's developed in Unity3D, and I made it for this jam, with Dirk Kluesing. I did the programming and art, and Dirk did the music and audio, aside from the song Wither.

Development

Friday

I wasn't immediately inspired by this theme. On Friday, I took a walk, played a game, and just kinda spitballed things for a whole. I came in wanting to do some kind of rhythm game, but I didn't know how to get them together. In the end, I feel like I kinda decided on a ham-fisted approach. Unstable platform + rhythm. The mechanics kind of naturally fell out of that. You could hit the notes with either the left or right arrow. It'd be nice to have held notes (though these didn't make it in). There's an unstable platform that's basically simulated as a pendulum. It gets more unstable as the crowd gets angry. Yeah - that sounded easy enough.

I started by making the pendulum simulator on Friday. It was pretty simple, I'm a fairly mathy person, and I've studied dynamical systems, so the single pendulum came easily. I also implemented a double pendulum that didn't get added in. I decided to manually do this instead of using physics so I could "fake" the physics to make the feel better. There's not a lot of faking in the final product, it's mostly around the way your inputs push the platform around. But night on friday came quickly, and all I had was this pendulum. Surely the beatmap can't be hard to implement!

Saturday

The next day I went to work on making the beatmap. I decided to make an editor in-game. I chose to do this to make editing simpler for me, and I think broadly it's a pretty good idea. I could've made the beatmaps in a spreadsheet editor, but I think this was just a little easier, and loaded into engine very easily with JSONUtility. I made a separate renderer and manager for the editor and the gameplay, which kind of doubled the work, but allowed me to make a really nice, performant game renderer without worrying about the way the editor works. I don't know it was the best choice, but it did work. I made the basic UI elements in Aseprite, and wired it all up. It took me a while to get the bugs worked out, but by the end of saturday, both beatmap systems were starting to get solid. Now I just had to do the rest of the work...

Sunday

Sunday brought in most of the rest of the systems. I got to wiring up a main menu, so I could manage multiple beatmaps. I separated out each of the game states. I made the crowd controlled, and a lot of the little "feel" things of the game. A lot of them were made on a whim. The PERF and BAD things that fly off when you hit a note, the not animation, the crowd's animations and heart/boo things that fly off. All just little things I felt like making throughout the day. I also made the first Trees beatmap once Dirk got the song completed! It was rather uneventful, everything worked. I did spend a lot of time balancing the balancing system, but that was mostly just playing over and over and tweaking. The other big thing this day was art. The game still looked like mostly nothing, so I got to making most of the art you see. I took my time on the background and platform, probably spending 3 or 4 hours just on those. I spent another hour or two on the little people, then brought everything into unity. As I'd set things up fairly well, wiring things up didn't take long. I also threw up the end screens, but that was about all. Technically the game way playable, but there was a lot more to do to make it great.

Monday

On Monday, I only had about 8 hours from the time I got up, and I made the most of it. I started with touching up the UI. Everything was there, it just needed actual assets instead of the unity default buttons. I also made the title screen. I then worked a bit on some different difficulties of Trees. I also animated the braces of the platform to communicate how unstable it was. All of that didn't take long, so I also added powerups. These weren't the best use of time. Their effect was rather slight, and not communicated well. No matter. Once they were in, I had about an hour and a half left - just enough time to throw together another song! I did that. It was a wild flurry of picking synths and putting down notes without too much though. Well - the primary thought was making the song interesting to play. I think it turned out okay in that respect - horribly balanced though. That made it in with one beatmap, and it was published.

Looking Back

Immediately after publishing, I was tired, and I didn't feel great about the game. It worked, but would people like it? It turned out yes, and for a lot of reasons I'd thought about, but didn't really trust. I think this heled reinforce the way trusting instincts on game-feel are really important, especially when compared to just adding more content. This is actually one of the most content-bare jam games I've made recently, but in that, it's the most concise, and the most polished. The game very quickly gets through what it wants to, and that's a good thing. I think if I put a bit more thought in at the beginning, maybe I'd have made better decisions over doing separate play and editor beatmap managers, and things like powerups, but I don't know. In the end, I think the way I didn't overthink things was a big help to this. I never felt stuck, I always had a place to move. In the end, I'm really happy with it. I think in a way, the time limitation kept me from bloating it, from overthinking it, and in that, it felt really good.

Thanks for reading, and I hope you all have a great Ludum Dare!

Shards of Me v1.4

Hello, I made Shards of Me with Fae.

v1.1 - fixed collider for door

v1.2 - audio fixes

v1.3 - fix attack bugging on death

v1.4 - fix cutscene results

Please give it a try?

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Empty queue - Streaming your game!

Come and submit your game, currently the queue is empty :)

stream: https://www.twitch.tv/devjeeper

Link: https://forms.gle/YGiaDX9o4Affk9nJ9

Hey! Try to play Cat Connect

This Game Jam was difficult for me. I was realy tired after hard work week but I couldn't miss LD49. When we started LD I didn't have any idea what we will do. And first good idea what came into our heads was about the game where we trying to avoid lost connection. In the beginning we decided make a character The Cat and her friend The Ping (dont ask!=) ). So the gameplay should have been about the cat that connect by wire to Mr.Ping. And player would need to control characters separately. I completed the prototype and I saw that idea is not work. After that I made a new prototype where was a simple core idea - connect wires to right sockets so as not to lost many Internet-Packages (green slimes). If the Internet-Packages spawn too much the cat runs the risk to turn into glitch-form and lost connection. So such is the story.

Thank you for your attention!

I hope you enjoy the game.

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https://ldjam.com/events/ludum-dare/49/cat-connect

P.S. And we completely done HTML5 ver.

And I'm ready to play your game too!

GIVE ME YOUR GAME.

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Heating plant tycoon

I released bugfix with pipes disconnecting stuck bug, which completle broke the game, now it is working perfectly :)

Small town, upon the river, has big problem. Electricity is very expensive, so most of citizens and factories, switch to oldschool steam heating and powering. And your job is connect your heating plants with all houses and factories, by complex system of pipes, splitters, combiners and switches.

Game was for compo, but I overshot the scope and not finished in given time. But everything expect the 3 days work, is same as for compo, so no free assets, not free music. Everything is 100% created within jam timespan. Thank you for understanding.

PLAY ON WEB

https://ldjam.com/events/ludum-dare/49/heater-plant-tycoon

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What Makes Good Graphics?

In AAA games today, the trend is to push graphics towards realism. But I think we've all come across games (especially in jams) where that trend is up-ended. I really enjoy seeing games that have a great visual appearance, without needing the most talented artists to create gorgeous textures.

My favorite game so far this jam that demonstrates this is Volatile by @mateu. Most of the images on screen are just simple shapes, but the color choices and the way the dev designed everything makes it all really cohesive.

That's not to say artists aren't necessary... I'm super jealous of you artists out there that can start with a blank page and make something beautiful on it. As a programmer, I have no talent to do that, so I've worked on designing games that don't need impressive art to convey my gameplay ideas. I guess I have a "less is more" approach to my graphics. Check out my game Perfectly Balanced if you're interested to let me know how I did. Leave a comment on it and I'll be sure to play your game and leave some feedback as well.

Got any tips on how you make your graphics? Or do you have thoughts on what makes good graphics? Please share them below!