Ludum Dare 49 October 1–4, 2021

5 ratings left to get to 20 ratings

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Can you please play my game and rate it so I can get to 20 ratings and get a score at the end of the jam?

Thank you in advance!

If you leave a feedback I can check and rate your game too.

Thinking about a "full game" version of Cybotica!

First: if you havent played it and you want to play - check out here : https://ldjam.com/events/ludum-dare/49/cybotica .

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It is a platformer with a fully destructive world.

Second and more important: i like the game. I think it has potential for more. This is something which i often think in a LD.

What i now need: tell me what you would like to see what is missing in this game. I mean : more different enemy types ? Sure! Much levels ? Sure!

But what else ? You can just comment it here if you want.

I just started to polish the levels a bit more and test around.

Oh and i increased the screensize so that you have a better look for the level to see whats going on.

Need 7 more ratings

Hey everyone. Can you please rate my game? I need 7 more ratings to get 20. Thanks in advance. Also leave coments with yours games,and i will play it!

My game: https://ldjam.com/events/ludum-dare/49/crazy-golf

Good luck

Other sound effect generators

So basically I've been using sfxr to create almost all my sound effects for jam games so far, but I find that the range of sounds is quite limited and it doesn't always give me the sound effect I want. Are there other sound effect generators you guys recommend that have a wider range of sounds or are more customisable? Thanks.

Leave a link

leave a link of your game and ill give it a go :)

Help some brothers out ‍❤️‍‍

I have two friends who made their first game together.
They're trying to get the 20 votes threshold.
All reviews are welcome! ❤️
https://ldjam.com/events/ludum-dare/49/the-butterfly-defect

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To the Danger Zone

Only one week left for rating. People worked hard on their games. Come with me on an adventure to the Danger Zone :) Let's rate as many games as possible, so that no one, who has a playable game, is left without ranting.

I will be playing game from Danger Zone through the weekend, but if you don't have 20 rantings yet, you can leave comment here, just in case :)

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Sky High Islands

https://www.youtube.com/watch?v=_EIU5TmO8qg

https://ldjam.com/events/ludum-dare/49/sky-high-islands

Thank you very much for this nice game jam :heart:

Play + Rate Exchange!

Please comment your games down below, and I'll play them!

Also, if you do comment (or just happen to read this), please consider rating my game: https://ldjam.com/events/ludum-dare/49/bullet-balance

(It'll probably be tomorrow before I actually get around to rating the games, so sorry if that causes any bother.)

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Postmortem on Unpredictable Processes

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Making games is both easy and hard

  • Figuring out an idea based on a theme can be easy, but distilling it down to something achievable in two days is hard.
  • Getting started with a few clicks for some shapes and a bit of code for a basic concept is easy, but having a plan for a project and follow through is hard.
  • Polishing a single thing until it works great is easy, but seeing the bigger picture and make the bits into a whole is hard.

What I learned

The good

  • Making something by and for yourself is really fun and satisfying. Even though the weekend was quite stressful I had such a great time.
  • When you must do everything on your own lean on your strengths. I have a decent understanding of unity and how it works so I leveraged the basic systems like game loop and physics instead of making a new game engine. Mathematics and computer science come naturally so working with code for systems and shader graph was a great idea.
  • Just getting started without a solid plan the first hour and then stopping to make a plan worked great. Setting up the project, box out stuff, while thinking of the greater picture and what you want to do. Since it was quick project I just had a small to-do list in a text file.
  • Posting progress during the project was a great way to see what was done and get a good feel for the progress I made. Reading through the short updates after release felt great.

The bad

  • Since I’m not an artist I choose to avoid graphics this time around. Overall it was a good idea but it made the game look generic. At least using a more expressive font could have made the game stood out more. Could have made a logo for the game using some online tool.
  • Music is fine, but the loop is too short and become repetitive. Should have planed more time to create a longer tune. Happy with the sound since it fits the overall theme well.
  • I had two prior commitments during the weekend. That took a lot of time from my project. When I was away I thought about what I would do and fix in my project when I got home. Make sure you plan your weekend in advance so you don’t end up with other stuff to do.

The ugly

  • Learning something new during Ludum Dare is maybe not recommended for a beginner. Spent a few hours learning Unity’s new input system. Still, I couldn’t figure out how to get the controller working properly on the main menu in time. The basic input system would have been okay for this prototype.
  • Build to WebGL refused to work at the end of the compo. Had to export everything and import into another project to get a build working. A few days later I figured out it was a bug in Unity. If the field company name includes quotation mark the WebGL build won’t start. I’ve reported it to Unity in case 1370946.

Post compo

I’ve been working on my prototype after release. Got some great feedback on my submission page here at Ludum Dare that I learned from. After the play and rate period is over I will update the game. Here is what I’ve been working on so far.

Change log: * Better detection if player is grounded. * Visuals indicate if player can jump. * Player can no longer partily land on an edge. * Player is a bit faster and feels more nimble. * Level is less bright and shiny. * End of level animation improved.

Please play my game Unpredictable Processes and give me more suggestions in the comment section.

Compo easier than Jam?!?

LD 49 was my first time participating in the Compo. And for some reason it just felt much easier to just make the game.. I have tried to make a game for a jam few times now but for different reasons I have dropped all but one of them.. This time I had so much IRL stuff going on that I did not know if I have the time for LD49.. I then decided that what ever.. I'll just do the hardcore mode! I totally can spend 2 days in making a game... (Right??)

IT WAS AWESOME!

For me the difference was that I was in a hurry straight from the start. I just needed to do the game. Many times I have had troubles on getting started since "I have extra 24h!!" but for Compo it was ON.

I just loved it. The game I completed was almost the very first idea I got and then I just started coding. Usually I tend to think too much or get stuck on a stupid feature that in the end makes the game not work at all. This time my goal was to make something playable in the first 12h and I kinda succeeded in it. 2nd day I added some small extra features (like timer and collectibles) and polished some things.

The only problem I had with the Compo was that I totally suck at making music. I think I wasted 2h on something that ended being such psychedelic crap that I just threw it away in the end.. :'D But hey! This gives me motivation to try to learn making even a simple music and not just ask one of my friends to do the musics for me..

Also a shameful advertisement for my game! Please check it out! sg_sc.png https://ldjam.com/events/ludum-dare/49/steady-grounds

I don't think I will participate in the jam ever again when I'm not working in a group. It's only Compo from now on!

Check out Globs With Guns

GlobsGifGameplay6.gif I am interested in developing this game further, let me know what you think: https://ldjam.com/events/ludum-dare/49/globs-with-guns

Bigger and better explosions!

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Our game Atomic Rock Paper Scissors has received a lot of cool feedback, and we’ve been incorporating many of the suggestions into the code for our fleshed out post-LD release of the game!

Many of the suggestions involved bigger and more powerful explosions, especially if the nukes are activated with a big combo. This is now part of the new code, and you can see here how it would work. The size of the explosion (Bomberman-style! :heart: ) is the size of the combo, and chained reactions lose power one by one down the chain.

Seen here is also the combo numbers popping out, giving extra visual feedback of the process that was sadly missing in our original release, as well as the new behavior of the nuke bar which allows you to accumulate nukes, which drop one by one every turn. This allows for all sorts of strategy to emerge in how one handles the pesky metal blocks that get in the way.

An updated version of the game should be available for playing after the LD ratings are done, and, after we’re happy with the balancing, hopefully also with a leaderboard! :D

But we’re saving our coolest ideas for the mobile remake we’re planning. Either way, wish us luck! :radioactive:

Encore... sort of?

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Coffee Crisis has received some positive attention from lovely fellow jammers (thank you so much!), and we want to see how the game will look if we spend a bit of time balancing and polishing.

So we've decided to jam once more, and are spending this weekend trying to finish what we've started!

The whole team is getting together for the Saturday and Sunday, and a few of us will be streaming on Twitch!
Outfrost | 666Savior13 | CJGladback

Also, the game has an itch.io page now :) https://outfrost.itch.io/coffee-crisis

Limits Post Jam Update 2

Another quickfix, shortcut buttons and pause menu have been added. These have been in the current version for a while, I just didn't update because I've been tired this past week and a half.

Currently, I'm working on a major update to bring the game to a completed state. Its a bit slow going, but I should have more time to work on it now.