Ludum Dare 49 October 1–4, 2021

See you nex jam absolute legends!

The voting part of the jam is over. Titled Goose Team has disassembled yet again until the next jam. We appreciate each feedback we got.

HONK III almost reached 500 downloads!

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What now? For now, our team is going to improve our skills and learn something new. Because HONK III is the last game in this exclusive Ludum Dare game series. It's time to devise new games and try out something refreshing in other genres.

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Sencierly yours:

See you next time!

WOLGUN - Browser Version Now Available!

Play it in your browser now >>> https://sodaraptor.itch.io/wolfgun

WOLFGUN is a fast-paced and stylized isometric shoot-em-up where you play as an angry, gun-wielding werewolf with a serious rage problem.

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Bolt across a mix of haunted house and spooky studio back alleys as you blast through the never-ending waves of vicious zombie mutants. How long can you keep your bloodlust satiated until you’re made into mince-meat?

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Stay alive and cap enough zombie foes to purchase special upgrades from the alluring shopkeeper. Increase your firerate, grant yourself a bonus hitpoint, make everything explode on impact. You name it, she’s got it.

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How itchy is your trigger finger? Submission details >>> https://ldjam.com/events/ludum-dare/49/wolfgun

Last Call - Play It's All In Your Head if you haven't yet.

Just wanted to make a post a couple of hours before the results come in to say there is still time. If you haven't played my game yet here is a link: https://ldjam.com/events/ludum-dare/49/its-all-in-your-head. The less you know about the game, the better.

I am in the middle of developing a post-jam version with enhancements and tweaks to the game that will make it as complete as it's going to get, for now.

Thanks for reading and thanks for the most successful jam I've ever had.

Goodbye * Au revoir * до свидания

It was really fun as usual - but this is the end. I played a lot of games - and kindly I rated them. Also, you shared with me your feelings about my own entry - so for this you have my full gratitude. I wish you the best, you my fellows all around the world. God bless you and your family. I hope to see you on April 2022. Until then, take care of yourself. Bye bye ++


Comme d'habitude, ce fut un moment très agréable, mais c'est la fin. J'ai joué à de nombreux jeux lesquels j'ai sympathiquement évalués. Vous avez partagé avec moi vos impressions quant à ma propre entrée, et je vous en suis très reconnaissant. Je vous souhaite le meilleur, à vous, mes amis à travers le monde. Puisse Dieu vous bénir, vous et vos proches. On se revoit tous en avril 2022. D'ici là, portez vous bien. Au revoir ++


Как обычно это было очень приятно - но к сожалению это конец. Я играл во многие игры - любезно оценил их. Вы поделились со мной своими впечатлениями о моем проекте - за это вам моя признательность. Я желаю вам всего наилучшего - вам, моим драгоценным друзьям по всему миру. Пусть Бог вас благословит, и тоже ваших близких. Увидимся в априле 2022 года. Будьте здоровы. Пока пока ++

Thanks for another amazing LD! A Mini-Postmortem of sorts

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I'd like to extend a heartfelt thank-you from the BALANCING ACT team. As a first LDJam for most of our members, BALANCING ACT ended up being a solid enough prototype to inspire us to move further. It has been a joy to watch others take our game and give us their own nuanced opinions on how best to blast away red dudes. From clean sweeps stretching across a whole room, to precise pings around windows, to amassing the whole enemy line into a single room for a single mass eviction, the red dude rejection count across the LDJam community spans well into the thousands... and I've enjoyed every second of it.


For me, personally, this LDJam was a bit of a rough experience at first. It unfortunately began with the passing of a beloved pet, Benji, just as the weekend began. I had neither the time nor motivation to submit a Compo game this year, and without a solid team to back me up I would have missed this event altogether. I owe it to my incredible teammates @retroalestudio and @irememberdfg for pulling me through this development. From the initial discussions of a Jenga-centric tactics game, to the narrowed focus of a top down shooter, to a 15 hour stretch of pure programming and completing artwork pipeline, to the eventual shipping and bugfixing of our game, the development of this game itself was a delightful rush that got me back on my feet. While I know that aspects of my work aren't as good as they could have been, I am immensely proud of what I and our team accomplished and stand by the quality of both our current build and our concept for the future.

From there, I was reminded of what a pleasure it is to be part of this group. I've watched @simpathey, @jitspoe, @togis, @itsboats, and countless other streamers take on our game among countless others to help us get the votes we needed. I've watched post after post of developers looking to exchange titles for ratings. @rextgun started a whole community. The list goes on-- this place tends to truly bring out the best in people and I strongly believe that it is one of the greatest opportunities and gifts an indie developer could ask for. I should know by now what kind of place LDJam is, but nonetheless it never fails to amaze me how tight-knit and welcoming this community is towards developers of all scopes. The way the members here band together is truly inspiring and heartwarming.


As mentioned a few times, we've been taking careful note of suggestions, frustrations, and all-around feedback while watching countless streamers give our game a run, and we can't wait to show you the result of this feedback when we take BALANCING ACT to a commercial postjam release. The re-launch has its date set for sometime next year on ItchIO... and other platforms, possibly. Stay tuned!

In the meantime, again, THANK YOU ALL! Clocking in at a whopping 38.75 ratings, BALANCING ACT has surpassed every LDJam title I've worked on in sheer numbers. It's been a pleasure to once again swap games with this incredibly talented community and explore the imagination of countless passionate developers. From HONK III, to The Train Station Mage, to Weasel Words, to Rocky Rhodes and the Cracked Case, the ideas and games that people manage to submit here never ceases to surprise, amuse, and utterly bewilder me. The next few weeks won't be nearly as interesting now that the event is wrapping up, but I'll be counting down the days 'til we can start talking about the 50th event.

See you soon, jammers!

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The End

It's finally over! Once again, our team had a very fun time with this jam, and were really surprised at all the positive reception we received on our game! Definitely a shock for our first ever Ludum Dare, but it's motivated us to keep doing our best! We couldn't rate as many games as we wanted to, as our real lives came and took over most of our time, but we were really surprised by the level of quality of a lot of games this jam! We also received a lot of valuable feedback for us to improve on in the future. Thank you everyone who played our silly little game!

Unhitched Isles development reflection

This was my second Ludum Dare and I am happy with how it turned out. The gameplay loop is fun (at least once you understand the intent) and I am reasonably happy with how the visuals turned out (for first attempt at 3D at least)

https://ldjam.com/events/ludum-dare/49/unhitched-isles

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My aim for my first Ludum Dare was to make a complete game (audio, tutorial, full loop) and focus on user feedback (Audio cues, animation cues, UI response etc). While I achieved that, the game itself was a little bland, reminiscant of 2000s flash games. ( https://ldjam.com/events/ludum-dare/46/virtual-pet-no-escape-from-life ) The art was also very clip-arty (although my first actual attempt at arting so certainly not disappointed, just didnt add to the game very much!)

The goals for this one were first and foremost to make a game that was fun to play, then make it nicer visually. I brainstormed a range of ideas but fortunately had recently re-stumbled across this little gem: https://www.youtube.com/watch?v=cesSRfXqS1Q

So the idea was born - light builder game on an unstable island!

Physics

First step was the mechanics and making sure it was fun! I didnt want to use built in physics as the problem with real world unstable systems is they tend to snowball - if you are trying to balance something, as soon as you put one thing down off centre, the whole thing will tip!

SO! Custom weight and balancing logic it was! The plan was for the island to tip towards the centre of gravity. This took a bit of time (and thankyou unity primatives!) but was helped significantly by using debug visuals which showed the impact of different weights and locations.

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Once I tuned the balancing "physics" the testing started becoming pretty enjoyable. Good early sign!

First graphics!

Physics and placement logic down, it was time to start modelling. I had been watching a bit of Imphenzia (https://www.youtube.com/c/Imphenzia) who is great at rapid low poly modelling so had an idea of basic techniques. The first model (which remained largely unchanged) had a deliberate hole in the middle - I knew I didnt want people to be able to place buildings directly in the middle of the island but wasnt sure what the reason would be so it just became a void! (This would later become a volcano)

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The next challenge was placement areas - this ended up being quite trivial. The workflow for visuals provided everything I needed. The "texturing" was the low poly trick of scaling UV faces to zero and placing on a colour. To get different areas (beach, minable stone etc) I would just group the faces on the UV map. If I needed extra definition, the knife tool and/or manual vert movement helped. Now that I had these faces seperate already - for logic I just separated the relevant faces into a new mesh in blender - just like that free selection collision meshes!

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Game logic

The original plan was to make a builder game with resources etc. It quickly became apparent that this might feel a bit clunky and the game is better served with - More direction - More chaos

While I had made mines, lumber yards etc I had not implemented the resource gathering mechanics so it was a trivial pivot to focussing on completing "tasks" and using resource placement etc as the challenge. This was a hugely beneficial change and allowed more time for rapid iteration in design/tuning.

Audio

The audio needs for this were pretty simple in general - button clicks and building sounds. The main area of concern was the ambient sounds; an island needs some soothing ocean souds right?! I figured seagulls and waves would be good but had no idea how to do either. I looked up seagull impersonations and had a go at that.... a bit of time in Audacity later and I had a bunch of surprisingly passable seagull sounds!

I was a bit stuck on the water until I read about a white noise idea. The implementation I did was: - Generate white noise in Audacity and duplicate the tracks - Add a high pass filter to track A and low pass (with minimal overlap) to track B - Add reasonably high frequency random amplitude modulation to track A - Add lower frequency random amplitude modulation to track B - Combine tracks - Get distracted for a few minutes listening to the sea sound and random "seagull" noises

I am happy with the audio in general but very happy with how the ambient audio turned out.

Making the "Game"

The "tasks" were made by scriptable objects and included a static "random" task generator. This allowed me to make a specific series of tasks to be completed in order (based on island design intent) then progress to random tasks in order to make an ongoing challenge.

I added logic to the islands to track the number of forests and logic within the task generator to ensure no lumber mill tasks would be generated above the forest capacity. Tasks can still be generated if forests are underwater but that is part of the challenge to the user to rebalance.

Summary

Overall I am extremely happy with this entry. I did spend a bit too long on the water shader and certainly could have added some UX tweaks (eg. warning sound as timer is getting low) but overall I am very satisfied. I am very strongly considering polishing it a bit and publishing it as a light fun game.

Adding additonal islands was trivial once the main game was set up and allowed me to set up islands that require different tactics and have different challenges.

Lessons Learned

Starter island. The starter island is largely unchanged from the initial test island and offers relatively free building. When you understand the mechanics it is reasonably easy and allows some pretty straightforward balancing. Unfortunately users dont have the benefit of a weekend of playtesting to work out the strategy so this island is actually harder going in than the other two. Probably the biggest regret is having Starter Atoll as the first island - this should have been placed at the end after the more handcrafted islands (which offer more visual direction)

Information to user. - Different buildings have different weight but from the gameplay I watched, not many people realised this. It seemed light a lightbulb moment for people that did (especially how heavy mines were) and it was great to see them attack it with renewed vigour but in a Ludum Dare, it is probably worth including this information up front. - UI tasks popped up with the new requirements with the persistent tracker showing the total required progress. While there was an audio que that buildings had been lost some people didnt realise this and would just build to the task that popped up without considering any lost buildings (which were displayed on the tracker) - An excellent suggestion on the UI provided in comments was to include a text UI element next to the cursor when you have a building selected to show Built/Required on the cursor. Building hotkeys helped a lot with rapid gameplay but this would have elevated it a step further - When buildings arent able to be placed there is just a cross on the cursor. It is probably better still have the building preview

Online Scoreboard. I added scoreboard online functionality as people wanted to compare scores. Hooking this in was a post jam update so many of the early playtests missed out on scores being recoreded. This was a fantastic addition and spurred a bit of community competition (someone even played it directly so they could try and beat a streamer's score). I was not thinking of high scores going in but I think in future I would always assume that high scores will be a key part and look to include online scoreboards.

Development Timelapse

Kinda fun to see it come together, unfortunately recording missed a few of the modelling parts:

https://www.youtube.com/watch?v=Za8BRLE-PIc

Good luck with results all!!!

End of the Jam: Bonus Time!

Hello! I've decided to start doing 'End of the Jam Bonus Time' inbetween the end of ratings and before the results are announced. Here, I will show off concept art, sketches, design musings, and other little bonuses.

Here we go... Baserackcanball! You can play it here, if you haven't yet.

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Some Words...

I loved creating this game, and I'm super proud of what I accomplished. It only took me a few hours to come up with an idea, and it was mostly straightforward from there! The concept was inspired by the theme (of course,) memories of making up weird sports & fashioning stuff out of scrap wood and duct tape, my love of Autumn, and my time as a Blaseball fan. I did lose some time to a sudden dip in energy on Saturday, but I was luckily able to recover and finish the game before the end of the Compo.

The sound effects were made with a combination of LSDJ generated noises and jingles, along with real-life foley. Yes, a real-life can was real-life smashed to get that clink-clank sound! (Don't worry, I drank it first. It was pomegranate sparkling water...)

I used Aseprite to create the art. Fun fact: the character's top and bottom halves are separate sprites so they they can walk and use the bat/racket freely, blending together those 'states'. This creates, I think, a very fluid feel. :)

The cool 'critical hit' effect is accomplished by having the can create lots of little dust objects with randomized upward-movement and animation speeds as it flies. The 'fairy ring' magic effect is achieved similarly!

A lot of players had issues with the controls, and how the bat/racket ranges and states were conveyed- understandably! There's lot of ways I could improved things, but unfortunately just didn't have time. But, it could have been worse! Those big 'control reminders' were added pretty late, and I think the game would be even trickier without them. Huge shout out to my friends 'Jan' and 'M.' for playtesting multiplayer and giving great feedback, which lead to me implementing the 'control reminders', as well as me GREATLY improving the play balance. (Thanks to 'Adam' too, for testing out single player!)

Concept Art and Such

Characters! Drew this right after coming up with the idea. The second character here didn't end up playable, but she shows up on top of one of the old storage containers in single player along with P2. I was very happy to include her after all, because I don't like leaving characters behind. Characters.png

Sketching out the bat/racket configurations and planning out how they would work. batRackets.png

General court, layout, gameplay, and GUI planning. Layout.png Layout2.png Layout3.png

Placeholder sprites to plan out character proportians and feel DesignPlan.png

Initial design for the playable characters OriginalDesign.png

Finalizing the bat/racket sprites BatDesigns.png

One of the WIP versions of the court oldCourt.png

Fun glitches! Hehe... glitches.gifwowmagiccanglitch.gif

Parting Words

This was a great LudumDare, and I'm excited to see how I did! Best of luck to all, and see you in April!!

Welp, that was fun.

My first game jam ever is ending in exactly 1 hour, 3 minutes, and 52 seconds. It was definitely a lot fun having to think up a game and build it from the ground up in only 72 hours. And somehow the feedback was pretty positive, considering I made this game all alone and again, in my first ever game jam.

People really liked the pixel art and animations, some even liked the music (literally my first time ever composing something), and most of all, people really liked the concept of my game and really wished they could see more of it, shame I could only build one level, and I don't know how to do procedural generation (yet) for something like an endless mode.

Nonetheless, I still think my game is pretty good, again considering all of the above. Someone mentioned I should be really happy with what I could achieve in 3 days, and I definitely am. Definitely doing more of these in the future. I also pretend to extend my game a little further eventually, even I wanna see what else I can do with this lol. (I know it's a little too late, but you can still play my game!)

Well, see you in a few hours!

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Congrats to #12!

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Signal boosting the #12 overall jam winner. I played this one last night, and all I can say is that it's delightfully odd.

https://ldjam.com/events/ludum-dare/49/weasel-words/

Congrats to @foxxy and @eldogg for a great entry! I'm still not entirely sure what led to its creation and I'm not sure I want to know. All I know is that it has its own beauty.

Looking for the Overall Winner List? This should do for now:

I'll keep updating as the results roll out! Make sure to refresh as needed.

Note: Fixed a few 404s for Chickie Catchers, Atlantic Rim, and Weasel Words. Sorry about that!

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|Rank | Name | Creator | Link | |----| | #15| ATLANTIC RIM | @pymiro @boumusic @mmemim | https://ldjam.com/events/ludum-dare/49/atlantic-rim | | #14| Rumble| @brotherst |https://ldjam.com/events/ludum-dare/49/rumble | |#13 | Snek Left | @martin-magni | https://ldjam.com/events/ludum-dare/49/snek-left | |#12 | Weasel Words | @foxxy @eldogg | https://ldjam.com/events/ludum-dare/49/weasel-words| |#11 | Chickie Catchers | @xellaya @ddrkirbyisq |https://ldjam.com/events/ludum-dare/49/chicky-catchers/| |#10| Quantum Qitty|@jamphibious @dfree @mr-developer|https://ldjam.com/events/ludum-dare/49/quantum-qitty| |#9| Teeter Hero|@rosypenguin @cosmic-adventure-squad @tenlki @strega|https://ldjam.com/events/ludum-dare/49/teeter-hero/| |#8| Jingoku |@skyeward|https://ldjam.com/events/ludum-dare/49/jingoku/| |#7 | Battery Acid | @aplovestudio | https://ldjam.com/events/ludum-dare/49/battery-acid | |#6| Rocky Rhodes and the Cracked Case | @holbinski @crelish @loveboxf @brainloaf-studio | https://ldjam.com/events/ludum-dare/49/rocky-rhodes-and-the-cracked-case | |#5|Tower of Idols|@simex|https://ldjam.com/events/ludum-dare/49/tower-of-idols| |#4|Karawan|@idinakloppstock @cameron-paxton @rongo-matane|https://ldjam.com/events/ludum-dare/49/karawan| |#3|Paper Pirates|@radonkalmor @sheldonzs @carraka |https://ldjam.com/events/ludum-dare/49/paper-pirates| |#2|Help, I cast the wrong spell!|@clockmaker @justcamh|https://ldjam.com/events/ludum-dare/49/help-i-cast-the-wrong-spell| |#1|Burning Ravager|@sinclairstrange|https://ldjam.com/events/ludum-dare/49/unstable-wip|


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|Rank | Name | Creator | Link | |----| | #14 | Super Misfire, or, One Gun to Shoot Them All | @ivysly | https://ldjam.com/events/ludum-dare/49/super-misfire-or-one-gun-to-shoot-them-all | #14 | Going Home | @lb01 | https://ldjam.com/events/ludum-dare/49/going-home | #13 | TECHNUCLEAR | @thegreenworm | https://ldjam.com/events/ludum-dare/49/TECHNUCLEAR | | #12 | Unscrambler | @antti-haavikko | https://ldjam.com/events/ludum-dare/49/unscrambler | | #11 | Ludens Fortuna | @deniskazantsev | https://ldjam.com/events/ludum-dare/49/ludens-fortuna/ | | #10 | Last Fall | @maus-games | https://ldjam.com/events/ludum-dare/49/last-fall | | #9 | Interstellar Highway Robbery | @corny | https://ldjam.com/events/ludum-dare/49/interstellar-highway-robbery/ | | #8 | Unstable Revisions | @ytaha | https://ldjam.com/events/ludum-dare/49/unstable-revisions | |#6 | Dogs++ | @jezzamon |https://ldjam.com/events/ludum-dare/49/dogs| |#6 | TRAUMA | @adamcyounis | https://ldjam.com/events/ludum-dare/49/trauma | |#5|Brimstone|@holyblackcat|https://ldjam.com/events/ludum-dare/49/brimstone| |#4|Plains In The Sky|@tevasliutauras|https://ldjam.com/events/ludum-dare/49/plains-in-the-sky| |#3|Crunda | @lancescaterpie |https://ldjam.com/events/ludum-dare/49/crunda| |#2|Warhead Stroll|@cagibi|https://ldjam.com/events/ludum-dare/49/warhead-stroll| |#1|Quantum Splitter|@thetatautau|https://ldjam.com/events/ludum-dare/49/quantum-madness|

Congrats to everyone that submitted a game, and ESPECIALLY to the 30 project teams listed here!

Congrats To Brainloaf Studio!

When asked about what some of the best games I've seen this Ludum Dare are, I answered:

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As I predicted ever since playing it, @brainloaf-studio 's game Rocky Rhodes and the Cracked Case did amazingly in the Ludum Dare rankings! Congrats Brainloaf Studio!

Now to go be depressed that it didn't win Overall or Humor.

Results for Ludum Dare 49

Phew! Ludum Dare 49 has ended! That was fun. Did you join us for the live results? Let me know what you thought about it in the comments below.

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Shout-out to PomoTheDog, MarcMagus, and BougieBirdie for streaming the games, and @anchorlight for live-blogging the results here on the website. :smile: :thumbsup:

Results

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The results for each category can be found here:

https://ldjam.com/events/ludum-dare/49/results

You can check your game page for your individual results (via the My Game link up top).

Congratulations everyone! You made a game!

Ludum Dare 50: Ludum Dare's 20th Anniversary! April 1st-4th weekend

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No joke, our next event will be April 1st weekend, AND it's Ludum Dare's 20th anniversary! Crazy, I know!

Sign up for our email newsletter to stay informed.

https://newsletter.ldjam.com :mailbox:

Or follow us on Twitter:

https://twitter.com/ludumdare :bird:

Huge thanks to our sponsors!

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Before we go, I'd like to give a big shout-out to our sponsors for Ludum Dare 49: Intel, GameMaker Studio 2, and Core.

Now that you've built a game, if you plan to commercialize it, don't forget about Intel's GameDev Boost program!

Next week, October 27-28th is Intel's InnovatiON online event. If you tune in, you might catch some familiar faces. :wink:

https://www.intel.com/content/www/us/en/events/on-event-series.html

If you made a game in GameMaker Studio 2, don't forget, you're eligible for GameMaker's Community showcase competition. Details on how to submit are here.

And I'll be back Monday with a look at the Core games created for Ludum Dare 49. I'll be checking out the 9 games created in Core. Some really cool stuff. :smile:

Thanks again!

Ending the old "Google Groups" mailing list

It's bittersweet, but tomorrow I'll be sending the last message(s) to our google groups mailing list. The Google Groups list replaces a mailing list I used to run on my old Sykhronics mail server... except it was actually a discussion list, not a mailing list, but we managed to go years without people realizing they could respond.... haha :laughing: :sweat_drops:

As mentioned, our current email newsletter is here:

https://newsletter.ldjam.com

See you in April

That's it for me. See you next year for the 50th anniversary of Ludum Dare! :fireworks:

Final results are in!

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Not the best overall but I did break the top 100 for humour. So I'll take that as a win!

Well done to everyone, see you next year!

Take Your Meds Darling

In the top 100 for 4 categories. Really? Thank you everyone. I am happy :)

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