Ludum Dare 49 October 1–4, 2021

Post Ludum Dare 49 Update!


Now Penduka is more and more playable! But be careful with Efimbo!


Play the current post LD49 version by browser: https://leyaotang.itch.io/penduka

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Try to seek the chaotic path to reunite the family, the two continents. And awake your ancestor with Penduka willpower!


Updates:

Collision bugs are not a problem anymore;

Main character animation is OK;

Footsteps improved;

Portal sfx;

Complete animation in the final Penduka event;

A complete random Efimbo mechanics;

A Sega Master System -like cover art - Oh 32 megabits!


Future updates:

Kaume mechanics implementation;

The bad luck flip-flops implementation.

Play and rate the old LD49 version: https://ldjam.com/events/ludum-dare/49/penduka

First few hours of dev edited

I don't know how the pro's do it, maybe they have a dedicated editor, or a program to edit out boring bits.

This is the first few ours evolution from boxes to somewhat working game mechanic.

I hope to have new levels with SFX / Music and new puzzle elements released by the weekend.

The engine I'm using is Construct 2 , which has been superseded , but I've yet to start using it.

https://www.youtube.com/watch?v=E4gKg-ei2Js

Play game here https://ldjam.com/events/ludum-dare/49/hothead

A discovery about Photoshop's Timelines

Are you using timelines in Photoshop for animation?

Then maybe you've been led to believe that Photoshop can't animate Rotation and Scale — just Position, Opacity and Style, right? I know I believed that before LD49 (if you already know the truth, you'll probably find my excitement rather silly).

Well, guess what:

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BAM, animated Rotation + Scale right in Photoshop! 😱

Yeah. I know, right? Add another feature to it, and it's literally After Effects!

[whispering: sma-a-a-art o-o-objects...]

Sadly, that particular animation didn't make it to the Jam version of our entry, Divine Intervention.
But check it out anyway if you haven't already!

Oops! All Placeholders

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https://ldjam.com/events/ludum-dare/49/lucky-lefty-loves-landslides

I start every ~~day~~ jam with a big bowl of [placeholder]. If it's been a rough ~~day~~ jam, sometimes you also end your ~~day~~ jam with a bowl of [placeholder].

The Weapons of Tribulation

There are three weapons in Tribulation, all with unique stats for damage, stun, and attack rate. In this post we'll go over their different stats and use cases!

If you haven't played Tribulation yet, you can check it out here!

And now, for the gun breakdowns!

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The Pipe

First up we have the pipe weapon! The first weapon you pickup in the game, this is a very versatile weapon for the rest of the game. It is the core of the combo attack method. While it can be tricky to use, it is one of the most effective for dealing with both the final boss and the ranged enemies. Use it to stun enemies, then swap to a more effective damage weapon such as the pistol or rifle to finish them off.

Attack Rate (per second) - 1

Damage - 5

Damage w/insanity - 10

Stun - 20

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Pistol

Getting a ranged weapon is a huge change to the strategy. The pistol makes all enemies much easier to deal with. While it is not very good at stunning, it deals decent damage and has a faster fire rate than the pipe. Use it to keep your distance from ranged enemies, or to finish off stunned enemies. The pistol can also be used to shoot ranged enemy projectiles out of the air!

Attack Rate (per second) - 1

Damage - 15

Damage w/insanity - 22.5

Stun - 4

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Rifle

Ahh, the big guns. A few levels in, you get your hands on this bad boy. It is great at shooting down ranged attacks thanks to its high rate of fire, but it has almost no stun impact. Comboing this with the pipe is the fastest way to take down the boss. And boy is it fun to shoot :smile:

Attack Rate (per second) - 3.33

Damage - 8

Damage w/insanity - 8

Stun - 1

And that's the guns of Tribulation! If you wanna check them out yourself, you can play the game here!.

Follow me on Twitter to see more behind the scenes of this and other games I make!

Crazy Cauldron's First Let's Play! + Quite Good Discord

Incredible news! Alex J has released the very first let's play of our game Crazy Cauldron:

https://www.youtube.com/watch?v=-C5cqUCyf8M

We're excited and so grateful for all the people who have enjoyed it so far. We had a great time making it and we are planning updates and features that people have suggested. You can hear about the latest Crazy Cauldron news on our Quite Good Discord, click here to join!

Feel free to share your game on our Discord, we would love to try it out!

Thanks for all the support, peace out yall!

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Dillemas and Challenges On Making My First Roguelike

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Before starting LD49, I knew I wanted to attempt to make a mini RPG with retro graphics and music at some point in a game jam. When the theme was announced, I got the idea to make a turn based game in the style of Ultima 4-5. As it’s a game jam game, I thought that having a counter where each turn brings you closer to the goal (or to death) would be appropriate.

After an initial first day of creating the sprites using the aptly named Sprite Creator app on my phone during work breaks, I got Unity started and was ready to create a quick and easy procedural maze generator.

PROCEDURALLY GENERATED LEVELS

….it wasn’t quick nor easy. Using a crawler maze algorithm is simple enough until you realize that randomness does not always equal good results. As a matter of fact, most generated levels sucked. I quickly realized that forcing the player to start at 0 on the y axis, and the level exit to be on the very top produced the best results in terms of level layout.. And prevented the Diablo 1 problem where the exit could be spawned right next to the player start. Once that was sorted out, it was fun implementing the three enemy spawn rates based on the level number, so there is an increase in difficulty, and also the ability point power up spawn, based on the player’s Karma stat. After this, I was excited for the next day, when I would work on a quick and simple battle system.

MAKING A BATTLE SYSTEM

….it wasn’t quick nor simple. I knew that I wanted Strength to be directly related to melee damage, but wanted the player to have a base minimum damage, where Karma also played a factor. I knew that I wanted Accuracy to impact chance to hit or miss as well as chance to avoid enemy hits. Getting all those things to work in concert in any kind of balanced way was a bit of a challenge. There were plans for ranged weapons too, but that would have complicated the system a lot more. The only way to increase Karma is to win battles, and Karma actually affects the monster “drops”. So that was another balancing issue. I realized that even in a scaled down RPG like this, all the intertwined systems and numbers can be challenging. The plan was that enemy encounters lock the player in battle mode, but then there would be options to evade enemies. Unfortunately, time constraints and various annoying bugs made that feature a challenge and decided to put that and ranged weapons on hold for now. But it works! And there is that feeling in the game RPGs I like have where you start really weak and by the end you feel very overpowered. Next, there had to be a win/lose condition and some sort of game loop. This is when I decided to quickly turn it into a lightweight Roguelike.

MAKING A GAME LOOP

….except it wasn’t quick. The hardest part really was how much should the death penalty be. My initial try was to have the player lose some Karma, and start over, but keep all the other stats intact upon revival. That wasn’t great, because growing Karma is vital to overall character growth, and that penalty slowed the entire process down. So the only death penalty is having to go back to Level 1. Which works well, because since levels are randomly generated, there is virtually no backtracking. And you have that feeling of power mowing down easier enemies and getting even stronger. The other challenge was figuring out when the game should end. After testing a bit, I came up with the arbitrary number Level 17, as with the current content, it starts feeling very repetitive after that. Calculating the number of turns before the reactor explodes, which is the countdown that persists throughout the game, was a neat experiment too. Just figuring out the average number of turns a player would spend in any given level * 17 + a bit of extra turns as padding. After all this, it was time to quickly make a music track and some sound FX.

MUSIC AND SOUND

….and this actually was quick, because I’m a composer and audio producer as my day job. I used the GENNY synth, which emulates the Sega Genesis sound chip. As my DAW of choice, I always use Reaper when possible. Sound effects created using BFXR. All of this was done in the last 45 mins before submission deadline.

BIGGEST CHALLENGE

Making the game was challenging, but fun and rewarding. What wasn’t fun is not being able to get the HTML build to work. The Unity WebGL player would crash every time after the intro cutscene, spitting out a JS error which means nothing to me. Google was not able to help much with it either. I look forward to the day when HTML builds would just always work , maybe with one-click build and publish to itch from within the editor.

CONCLUSION

Thank you very much for reading if you made it this far. Hope you get a chance to try my game. It was a great learning experience, with a pretty fun LD theme, and I’m now a better game dev for it. Please feel to comment with any thoughts and advice, and I will definitely try out the games of anyone who comments.

I Want to Play Your Games!

Please comment your game links so I can play them!

Also, remember to play our game! https://ldjam.com/events/ludum-dare/49/yielding-motherboards Screenshot_6.png

I missed the Jam so I will do a play through!

I always feel a bit gutted when I miss LD. I am up for playing your games though and giving feedback. If you want me to just fill in the form.

https://docs.google.com/forms/d/e/1FAIpQLScMVdSTPufz6ycW3qwiIeaM4fRPI5vtnAsr3rGPrDQj4eW-uQ/viewform?usp=sf_link

I can play online and windows, android at a push.

No Linux or Mac soz.

I will leave a comment on your game page when I know what time I will stream

Good luck people

Playing and rating

Hi,

need more games to play :)

If you want me to play and rate your game please leave a comment below.

P.S. I already have a sufficient rating, so if your time is limited, go to the Danger Zone instead of playing mine:

https://ldjam.com/events/ludum-dare/49/games/danger/all

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Unstable Stick

Play & Rate: https://ldjam.com/events/ludum-dare/49/unstable-stick

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Keep talking, and Bob might not die!

Wow, that was a blast! For some of us it was the first game jam ever, for others — another fun way to take a spin with game making. For all it was a great deal of fun. We laughed, cheered, ate food together, overscoped, underslept, went for a karaoke night — you name it. But most importantly, we had loads and loads of fun participating!

Our submission is “Keep talking, and Bob might not die”. Meet Sleigh. Bob Sleigh. Special agent on your majesty’s secret service. Getting back from a special mission, he got lost in snowy mountains. He has to keep ploughing through the snow and thin ice to survive in this unfriendly landscape. As an obedient employee, Bob strictly follows your voice. Therefore he walks only if you talk to him. Sounds simple? Not really! The greatest instability is Bob’s avalanche surroundings!

You have to balance your voice and ambient sounds; otherwise, you’ll wake up the bear or cause an avalanche. Steer Bob away from lethal obstacles. And for crying out loud: don’t let Bob stop, or he will freeze to death.

Will you succeed without driving everyone crazy with your gibberish or losing your mind in the endless whiteness? Turn on your mic and give yourself a run in the snow.

We hope it’ll give you at least a tiny bit of fun we had making it! Enjoy!

https://ldjam.com/events/ludum-dare/49/keep-talking-and-bob-might-not-die

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Concept art v.s. finished game - Behind the Scenes of Dubious Mushrooms (LD49)

Introduction

This Ludum Dare was the first one for me and for most of my team "Dubious Potions". While we where competing in the Jam, we decided to try and follow the Comp-rules and timeline (the latter was mostly on account of real life availability: We have day-jobs after all).

After one of the most fun and exhausting weekends of my life we managed to produce something fairly close to the vision we mind-melded together, that first hour of the game-jam.

I was mainly responsible for the illustrations and 2D pixel art in the game, as well as the character concept.

Having gotten some time to recuperate after the jam-weekend I thought it might be fun to showcase some of the concepts for the gameplay and art I made during the first hours of the Jam and compare them to the final assets.

If you want to try it yourself, our LD49 submission is here: Dubious Mushrooms

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The Concept art and what came of it

This is the first design sketch we drew. As you might be able to see we spit-balled a couple of names, but landed on something that tied it together with the name of our little dev-group. You can also see some of the conceptual mechanics we thought about adding, but we learnt quite fast to work towards a MVP that worked, rather than aiming too wide. Kill your darlings and so forth. Note also if you look in the top left of the sketch, that the vision for the start-screen kept it's general appearance from sketch to final submission. More on that below.

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The Environment

Our team came from quite a wide array of different backgrounds so we decided early to try and make the game in such a way that everyone could contribute in the way they where most comfortable with. Sanna, our super talented 3D modeller/level designer made all the 3D assets used in the game. To communicate the feel of the background we worked from this concept:

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In an early version the platform was actually square, but we decided that making it round made for a more pleasurable aesthetic. Here is something close to the final version. The concept really helped define the lighting colour especially:

Cave almost final.jpg

The Character: MushCap

The full game idea of Dubious mushrooms was that the planting and harvesting would be done by a player character who would then deliver the goods to a central hopper. This never made it to the MVP, but it did make it into the general narrative around the game - "MushCap" as we called her is visible in the main menu and all of the end-state screens. And as a last minute addition before submission, we used the hopper and pixel sprite assets to lend more narrative to the game as you can se MushCap hovering in her bucket over the precarious platform of mushrooms when playing.

Here are the first concepts of MushCap. While I wanted to incorporate the mushroom theme, it was very hard to avoid threading on Nintendo-IP's when making a cute character in a mushroom hat. This is actually what informed my decision to make the hat into a more notably practical caving-helmet where the implied mushroom spots all are functional details such as lights and clasps.

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The sketches could be used directly to produce the final illustrations (see the menu below) and I also made a pixel player-sprite and actually a voxel one as well during a pretty late code-solving-session. Only the front facing pixel-sprite ended up used due the time constraints of the Jam:

Mushcap pixels.jpg

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The Background cast: THE MUSHROOMS! SPOILER BELOW ON ALL MUSHROOMS IN GAME IF YOU HAVENT PLAYED AND WANT TO FIND THEM ALL YOURSELF

In a game about planting mushrooms you need to have some variety! I ended up pixling 9 different mushrooms in 8 states per mushroom during the jam and our teams musician, Elli, pixeled one of them (the prettiest one, the red-cap). I'm pretty fresh to pixel-art, but I can highly recommend to first sketch what you are going to pixel - It helped me out a lot and you can see that almost all sketched mushrooms ended up in the game, though I did cut the more violent-themed ones as they felt miss-matched to the general feel of the game in my opinion:

We had a lot of fun brainstorming these and many of them are quite "meem"-y.

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And here are the roster of finished mushrooms:

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The menus and final illustrations

Lastly in this post I just wanted to show the process for the menu. As you saw in the first sketch I already had a basic idea on how the menu could look so I sketched out a text-logo for the game and made a mock-up together with the sketch illustrations shown earlier in the post:

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This then translated to the final menu screen, you can see a cropped version of it without buttons in the beginning of this post.

Having some success with my first sketch, the other sketches of Mushcap where then used in the making of the end-state screens for failing or winning:

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Final words

I hope this post was as fun for you to read as it was for me to make!

For more of my creative endeavours, feel free to check out my instagram as well: Mascolls

And again, if you have the time, trying out and rating our game would be very appreciated:

Play Dubious Mushrooms now!

Runstable Trailer

I made a short trailer for my entry. Enjoy ! :wink:

Trailer

Runstable is a platforming game with elements of parkour where you must find a precious gem in the depths of a cave. But be careful, the path may be treacherous!

Play Runstable here

Have fun and congrats to all other participants! :smiley:

Help Bob to get 20 ratings! :)

Wow, that was a blast! For some of us it was the first game jam ever, for others — another fun way to take a spin with game making. For all it was a great deal of fun. We laughed, cheered, ate food together, overscoped, underslept, went for a karaoke night — you name it. But most importantly, we had loads and loads of fun participating!

Our submission is “Keep talking, and Bob might not die”. Meet Sleigh. Bob Sleigh. Special agent on your majesty’s secret service. Getting back from a special mission, he got lost in snowy mountains. He has to keep ploughing through the snow and thin ice to survive in this unfriendly landscape. As an obedient employee, Bob strictly follows your voice. Therefore he walks only if you talk to him. Sounds simple? Not really! The greatest instability is Bob’s avalanche surroundings!

You have to balance your voice and ambient sounds; otherwise, you’ll wake up the bear or cause an avalanche. Steer Bob away from lethal obstacles. And for crying out loud: don’t let Bob stop, or he will freeze to death.

Will you succeed without driving everyone crazy with your gibberish or losing your mind in the endless whiteness? Turn on your mic and give yourself a run in the snow.

We hope it’ll give you at least a tiny bit of fun we had making it! Enjoy!

https://ldjam.com/events/ludum-dare/49/keep-talking-and-bob-might-not-die

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